Before any bonus or debuffs.
Basingstoke Failed .Damn
Appeasing the Lords Failed. Blast it
Infantry Recruitment 1 Success.
Infantry Recruitment 2 Failed. This is annoying particularly because it was suppose to be easy.
Power Armour Factory Success.
Gun Production Lines Success.
Double Enforced Justice Success.
We still have the crime lords and feudal lords debuff to worry about. It could be harsh. But we did pass most of the successful rolls by a good amount.
What happens is that I roll a D6 to see how many penalties there are with 6, 5 or 4 being 1 dice roll affected, 3 or 2 equalling 2 dice rolls affected and 1 equalling 3 Dice rolls affected. I will then roll a dice equal to how many actions have been taken for each penalty to see which actions suffer the penalty. Then a roll a d20 for each penalty to see how bad the penalty is.
I am using the above system for now, but I might change it if it turns out to be too harsh.
What happens is that I roll a D6 to see how many penalties there are with 6, 5 or 4 being 1 dice roll affected, 3 or 2 equalling 2 dice rolls affected and 1 equalling 3 Dice rolls affected. I will then roll a dice equal to how many actions have been taken for each penalty to see which actions suffer the penalty. Then a roll a d20 for each penalty to see how bad the penalty is.
We have 2 national spirits that can inflict penalties.
That means :
25% chance of 2 penalties
33% chance of 3 penalties
28% chance of 4
11% chance of 5
6% chance of 2.78
Each action has a 1 in 6 chance of being hit, with the penalty itself being moderated by a d20.
The penalties are potentially quite nasty. They could ruin a good turn or make a bad turn even worse. The sooner we get rid of or weaken the crime and feudal lords, the better.
Rolling for feudal lords. Feudal Lords: Suffer a penalty to a one or more dice rolls each turn. May need to placate the feudal lords to avoid civil unrest and/or rebellion.
Yup. You need to roll higher than the DC to pass so your 18 on a DC10 action getting knocked down to 10 was just enough for it to fail thanks to criminal elements undermining the recruitment and supplying of the new regiment.
On the bright side, you have thoroughly rolled up the crime lords so they won't be able to pull stuff like this again.
You got them after the damage was done? You might have stopped them doing it again the future, but they already did it this time. Or depending on how you look at it, they did this time, but you stopped them doing it again in the future.
Either way, you successfully got rid of them after they caused the action to fail.
You got them after the damage was done? You might have stopped them doing it again the future, but they already did it this time. Or depending on how you look at it, they did this time, but you stopped them doing it again in the future.
Either way, you successfully got rid of them after they caused the action to fail.
I think the question is which action caused their fall - not when it happened. And I think the "enforce justice" actions had something to do with it, right, @Oshha?
I think the question is which action caused their fall - not when it happened. And I think the "enforce justice" actions had something to do with it, right, @Oshha?
Oh right. Yes, it was Enforced Justice being successful that got rid of the crime lords as that was your action to get rid of them. If you hadn't gotten rid of this turn, you would have had a lower DC to get rid of them for the next couple of updates due to them sabotaging the military when your country is under threat.
Counting the penalties, what exactly are the final rolls for the various actions, and which ones were successful?
If four of our actions were successful, then presumably that means that one which was initially successful became a failure after penalties were counted.
Initially we had these successful actions:
Infantry Recruitment 1
Power Armour Factory
Gun Production Lines
Enforced Justice 1
Enforced Justice 2
So if there were only four successes, which one failed?
Counting the penalties, what exactly are the final rolls for the various actions, and which ones were successful?
If four of our actions were successful, then presumably that means that one which was initially successful became a failure after penalties were counted.
Initially we had these successful actions:
Infantry Recruitment 1
Power Armour Factory
Gun Production Lines
Enforced Justice 1
Enforced Justice 2
So if there were only four successes, which one failed?
Counting the penalties, what exactly are the final rolls for the various actions, and which ones were successful?
If four of our actions were successful, then presumably that means that one which was initially successful became a failure after penalties were counted.
Initially we had these successful actions:
Infantry Recruitment 1
Power Armour Factory
Gun Production Lines
Enforced Justice 1
Enforced Justice 2
So if there were only four successes, which one failed?
You need to roll higher than the DC to pass so your 18 on a DC10 action getting knocked down to 10 was just enough for it to fail thanks to criminal elements undermining the recruitment and supplying of the new regiment.
[X] The City of Basingstoke
Basingstoke has always been friendly to the United Kingdom and a regular ally against your mutual Anglican foes to the east. Now you can try to turn that friendly relationship and history of temporary alliances into a proper alliance.
DC: 40. Successes Required: 1. AP Limit: 3. Effect: Form an alliance with the City-State of Basingstoke.
Rolled: 27 (Failure)
Your diplomats are welcomed by the Basingstoke as they always are. The city to the east has always been a friend to the United Kingdom and you had hoped to turn that friendship into something more. It was only natural for you to be allies as you had similar ideology and culture whilst sharing the same allies as the Anglicans sought to take the city as one of their conquests while the techno-barbarians were always a regular trouble for those in the south.
Yet your overtures for an alliance was rebuffed by the City Council of Basingstoke as to your surprise, they were not interested in it. With the Anglicans having declared their intentions to conquer you and an uptick in techno-barbarian raiders plaguing the south, the City Council hoped to stay out of the fight between you and the Anglicans while they focused on dealing with the techno-barbarians.
It wasn't ideal, but you still had friendly ties that the City Council was eager to keep and while Basingstoke wasn't willingly to form an alliance this year, you could try again as soon as after the next winter through the City Council would be more wary next time.
[X] Appeasing the Lords
The feudal lords with the United Kingdom are a blight upon it and something you seek to remove from it. But for now you need to keep them happy so they don't cause trouble while you deal with other problems.
DC: 50. Successes Required: 1. AP Limit: 3. Effect: Keep the feudal vassals of the United Kingdom happy and supportive.
Rolled: 21 (Failure)
You knew that it was a mistake. That the king was making a mistake by accepting the allegiance of the feudal lords as he was getting a short-term boon at the cost of a long term problem. You intend to do something about them someday, but that day is not today. No, today is when you suck up to those parasites to keep from causing trouble.
Not that it mattered because those ungrateful louts didn't care. You made some attempts to keep them happy and helpful, but none of the barons or knights gave a thought. Oh, they were troublesome this year so technically your efforts weren't too much of a failure, but that was because of Queen Victoria more than anything you did.
Regardless this was a waste of time on these damn neo-feudalists.
[X] Infantry Regiment Recruitment
You need more soldiers in the British Army and that means training up some more infantry to form a new regiment.
DC: 20. Successes Required: 1. AP Limit: 2. Effect: Gain an Infantry Regiment (Fresh/Basic/100%).
Rolled: 18-8 (Failure), 4 (Failure)
You had incoming fights to both the north and the east and while your current army was substantial, more troops wouldn't hurt. You had eight veteran regiments already and a ninth would prove useful if only to hold down the home front while more experienced units were fighting the enemy.
Nothing went right. You had plenty of volunteers, but the training went poorly as too many recruits ended up washing out of bootcamp. Equipment shortages were rife and coin mysteriously disappeared. The worst of it was when many of the promising recruits turned out to be local thugs and gangsters who wanted some military training to take back to the streets.
In the end, you got a few squads of new soldiers trained up, but nothing to call a regiment of its own thanks to a mixture of poor recruits, bad supply and the overly bold criminal element taking advantage of things.
[X] Power Armour Factory
You have no power armour, but your foes do and you know how to make some of your own. Set up a factory to produce some power armour to equip one of your infantry regiments.
DC: 25. Successes Required: 1. AP Limit: 3. Effect: Produce 1 Unit of Power Armour.
Rolled: 64-1 (Success)
Despite your failed attempts when it came to diplomacy and expanding the army, the effort at expanding your arms industry proves successful. Last year, power armour was something that only the Anglicans could produce more in the British Isles, something they greatly leverage to their advantage.
This year that changes. You get parliament to support a bill to open up the United Kingdom's first power armour factory since the Collapse. Despite some token political attempts by a baron and a few lords to get some power armour for themselves, things go off without a hitch and the power armour factory is up and running in Winchester before the year is out. By the end of next year, you will be producing enough power armour to equip an entire regiment.
Which is something you could do as you devote the output of that factory to suppling that regiment or you could begin to stockpile the power armour for future use.
[] [PA] Supply one of your infantry regiments with power armour.
-[] [PA] Write-in which regiment gets the power armour.
[] [PA] Stockpile the power armour for now. (Unlocks new Diplomatic, Administration and Military actions next turn)
[X] Gun Production Lines
Firearms are dwindling commodity following the Collapse. Unlike most, you have the knowledge and ability to get some more, some which are up to Old World standards. You just need to produce some and with some production lines, you can get enough to equip one of your regiments.
DC: 20. Successes Required: 1. AP Limit: 3. Effect: Produce 1 Unit of Advanced Equipment.
Rolled: 70 (Success)
Just as your plans to begin power armour production was successful, so have your plans to begin producing advanced military equipment for your army. The British Army had decent equipment by Post-Collapse standards, but the United Kingdom was capable of producing military gear that met the standards of the Old World.
You need a few factories, but it could be done. It wouldn't be enough to equip the whole army, but you could get enough to equip an infantry regiment and keep it equipped. Alternatively, you could stockpile for future uses as you can think of some uses for it. The Union of Ulster could certainly use some of the equipment.
[] [AE] Supply one of your infantry regiments with advanced equipment.
-[] [AE] Write-in which regiment gets the advanced equipment.
[] [AE] Stockpile the advanced equipment for now. (Unlocks new Diplomatic, Administration and Military actions next turn)
[X] Enforced Justice
The crime lords have reigned too long. They are a threat to the United Kingdom and its people and therefore they need to go. Get MI5 to assist the police in routing out the crime lords.
DC: 40. Successes Required: 2. AP Limit: 4. Effect: Get rid of the crime lords or reduce their influence at the very least.
Rolled: 76+5 (Success), 68+5 (Success)
You wanted those crime lords gone and both Queen Victoria and Parliament agreed with you. Not only were they a blight on the British people, but they allowed corruption and abuse to flourish in the country. It would be for the benefit of all to get rid of them or at least severely reduce their influence.
In the past, the crime lords only had the regular police to worry about, but with the approval of Queen Victoria and Parliament, MI5 had been unleashed upon the criminal underworld. There was only so much that they could do under British law, but their resources and expertise proved to be what was needed to roll up the crime lords of the United Kingdom as criminal operation after criminal operation.
But the major breakthrough came after you caught the goddamn criminal scum sabotaging the British Army. It was nothing critical, but the crime lords had made the mistake undermining the military during a time of war. That was all the excuse that MI5 needed to come down on the criminal underworld fully as you declared the prominent organised crime leaders to be enemy agents. It also had the nice bonus of taking away your guilt of making MI5 do police work and setting them on your own citizens.
MI5 did not disappoint as in the second half of the year, the major crime lords were taken down one by one. Baptiste Droz, Evan the Butcher, Olena Vasilievna, Moneybags Martino, Tommy Gun Thomas, Violet Shaw and many others got taken down alongside most if not all of their criminal organisations. The criminal underworld wasn't completely gone and petty crime had gone mostly untouched, but all of the major criminal organisations were gone.
***
So mixed turn. Your diplo and martial actions failed, but your admin and intrigue actions worked off. Next turn you'll want to start addressing some of your threats as you want to deal with at least some of them before they begin to make their moves against you.
Otherwise, simple starter turn and you get to vote on what you will do with your new production output before beginning the second turn.
Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
The United Kingdom of Great Britain and Northern Ireland
Head of State: Queen Victoria II Windsor
Head of Government: Prime Minister Aarav Smith
Noteworthy Diplomatic Relations Allies & Subordinates
County of Kernow = Nominal Alliance
Unaligned
City-State of Bournemouth = Friendly, but Wary Trading Partner
City-State of Salisbury = Friendly Trading Partner
City-State of Basingstoke = Friendly Trading Partner
Duchy of Dorchester = Neutral Trading Partner
Tech Cults
Citadel-Isle of Wight = Tense Trading Partner
Atomic Sons = Expired Truce
Irish
Union of Ulster = Nominal Allegiance
Republic of Ireland = Unfriendly
Connacht Tribes = Unfriendly
Archbishopric of Dublin = Unfriendly
Anglican Church
Anglican Church = Sworn Enemies
Republic of London = Unfriendly
Kingdom of Somerset = Unfriendly
Kingdom of Surrey = War
Kingdom of Sussex = War
Kingdom of Kent = Unfriendly
Kingdom of Suffolk = Unfriendly
Kingdom of Hertfordshire = Unfriendly
Kingdom of Essex = Unfriendly
Kingdom of Gloucestershire = Unfriendly
Kingdom of Bedfordshire = Unfriendly
Techno-Barbarians
Hargrove's Horde = Raiding
Knights of Red Rose = Raiding
Oxford Clans = Raiding
Old World Destroyer HMS Griffon (Veteran/Advanced/85%)
Old World Frigate HMS Bristol (Veteran/Advanced/90%)
Old World Frigate HMS Plymouth (Veteran/Advanced/80%)
Old World Destroyer HMS Lion (None/Advanced/100%) (Requires Crew)
Old World Destroyer HMS Wolf (None/Advanced/90%) (Requires Crew)
Old World Frigate HMS Cardiff (None/Advanced/90%) (Requires Crew)
Old World Frigate HMS Edinburgh (None/Advanced/90%) (Requires Crew)
Infrastructure
Power Grid (Hampshire): Supplies electricity within the county of Hampshire.
Power Armour Production: +1 Unit of Power Armour
Advanced Firearms Production: +1 Unit of Advanced Equipment
Important Technology
Computers
Electricity
Firearms
Nuclear Power
Power Armour
Vehicles
National Spirits Advanced Tech Level: Your generic technology is Advanced. Compromised Parliament: Unknown enemy has inside access to your government. Diminished Civil Service: Reduced DCs for administrative actions. Feudal Lords: Suffer a penalty to a one or more dice rolls each turn. May need to placate the feudal lords to avoid civil unrest and/or rebellion. Good Old Ways: Increased support for discovering and implementing new technologies. Increased happiness from discovering and implementing new technologies. MI5: +5 Bonus to Counter-Intelligence Actions. Increased resistance to foreign intrigue. Moderate Autocratic Support: Low chance of civil unrest each turn. Moderate chance of rebellion during periods of unsuccess. Public Education: Universal literacy and education. Lowered DCs for some actions.
The crime lords have been defeated. A potentially major debuff removed.
The question before the next turn. Do we decide to equip our frontline units with the power armour and/or advanced guns in the light of the incoming invasion or save them for longer-term benefits?
We could supply one unit of each with advanced equipment and power armour respectively. If we do that we have two semi-advanced units on the field for battle. Would that work? We can always make more power armour for later to stockpile but right now it may be needed for surviving this crusade.