So, do they get the queen back, probably as a figurehead given it's LibSoc, or is the monarchy no more? (Understandable, given what Edward VIII has done.)
Apologies for the lack of updates, folks. I'm on a family vacation a the moment, and the work on BTWH has been taking a bit out of me. However, I'm going to try to finish up this run before Red Flood comes out this September, seeing as I definitely want to add that to the list.
Apologies for the lack of updates, folks. I'm on a family vacation a the moment, and the work on BTWH has been taking a bit out of me. However, I'm going to try to finish up this run before Red Flood comes out this September, seeing as I definitely want to add that to the list.
So it turns out this was closer to one week, and I had a backup of the save lying around. And since there isn't much left to vote on, y'all are getting a pretty big update.
[1] Revive Orenburg's Shops (Military)
[2] The League's Training (Ural League)
[3] Proclaiming Internal Peace (Industry)
Before we could declare peace internally, it only made sense to preserve peace externally. The Worker's Council would develop a new central command for Orenburg's military, one loyal to the ideals of the Commune while still experienced enough to do their jobs. Thankfully, between veterans of the Great Patriotic War, militia leaders with experience fighting the bandits, and trainers from the Ural League, we had more than enough candidates. And that wasn't even counting volunteers, like those from the Czechoslovak Battalion or the occasional fighter from the West Russian Revolutionary Front.
The South African War continues to swing back and forth. Despite a steady push into RK. Ostafrika, Sudwestafrikan forces have managed to push into the South African capital of Cape Town. Ironically enough, the government has ended up evacuating to the now-recaptured Johannesburg, although things are looking increasingly sour for South Africa.
Despite the need for cooperation, tensions between Orenburg and the Ural League haven't simply vanished overnight. The League's soldiers, coming across our shoddy militias, have a habit of insisting that they were now in charge. This, naturally, causes our people to react badly, and the repeated effort to settle the exact chain of command between the League and our own forces tends to result in at least a few broken bones. Hopefully we will be able to cooperate better under pressure.
Many a wit has commented that Orenburg's chief export is artisanal firearms. There is a grain of truth to the comments, as the lack of proper arms factories (due to constant air raids by the Germans) has meant that Orenburgers have gotten very good at the art of weapon maintenance. With such a supply of skilled labor available, manufacturing weapons at an industrial scale should be rather easy.
With the collapse of Speer's forces, Martin Bormann, Hitler's chosen successor, has defeated all comers to retain his position as the Fuhrer of the Greater German Reich. In a grand speech delivered before the Volkshalle, Bormann promised that the civil war was merely a temporary interruption to the Reich's ascendance, and that they would reclaim the heights of power that they had fallen from since the end of the Second World War. A bold claim, and one unlikely to be fulfilled. The German economy was in shambles, their empire had slipped the leash, and Bormann himself only promised limited changes. In all likelihood, the Germans had traded the short, swift death of civil war for a slow decline and collapse.
We weren't going to rely entirely on the League to train our troops. Our veterans could also do the job, and unlike the League they understood how to convince Orenburgers of their good intentions. They weren't walking into town in lockstep march, demanding immediate control and strict rules. They would talk with the locals, make themselves at home, assist in what the commune needed done, and then offer advice and further assistance. It was much more likely to work, and much less likely to result in a fight.
The South African War is now obviously going in favor of the Reichskommissariats. The South African forces in the west have been surrounded and cut off, and Sudwestafrika has begun to swing around the cape in a pincer, potentially cutting off any support. In light of this, now-President George Wallace is reportedly considering pulling out of South Africa, in order to focus on important domestic affairs such as stripmining the welfare state and attempting to revoke the Civil Rights Act.
The whole concept of a professional military still stinks of potential oppression to some, but it can't be denied that dedicated soldiers have more institutional experience. Several of the richer communes have decided to take advantage of this, and start fielding permanent militia units as a middle ground between the Council's high command and the bottom-up organization of the militias. The units are still organized along democratic lines, of course, and have no formal power to command the militias, but are still wellsprings of experience which we can make use of.
The US forces were the only thing keeping South Africa from total collapse, and with their evacuation came their doom. The Afrika-Schild has taken much of the country's former territory, with their 'allies' in the Boer Republic taking the rest. A dark day for liberty in the world.
The Ural League has reported to us that the Mad Scientist has apparently been demanding 'tribute' in the form of supplies and human slaves. Or, as Lysenko apparently was referring to them, "Volunteer test subjects needed for the advancement of Soviet science". Clearly the day of reckoning is fast approaching, and we need to stop fighting and start coordinating with the League's troops.
The League also had additional arms that they could trade to us, ones which they considered out of date but we could easily make use of. Their mountainous home had insulated themselves from the worst of the German bombings, which meant their industrial base was much more built-up than ours.
…
Well, that's bloody ominous.
With the League now fully on our page, the Council has seen fit to grant their troops access to our lands. They would hardly be able to support us if we didn't allow them in, and the communes have now mostly begun to trust them.
In more terrifying news, the victor in Ostland's civil war was the worst possible person to win, by anyone's estimation except those of his supporters. Friedrich Jeckeln was the head of RK. Ostland's SS garrison, and a noted admirer of Himmler's Burgundian System. The man has already begun to reshape Ostland in the image of Himmler's nightmare state, only avoiding a total collapse through sheer brutality and Burgundian support.
Another probing raid by the Bandits, and this one more impressive than most. Instead of their usual tactic of balling up their forces and sending them at a single target, they have instead spread them out, raiding weak points in our defenses and backing off before a response can be mustered. This is a shocking level of tactical cunning from the bandits. Clearly Lysenko hasn't merely been supplying them with drugs and weapons.
With our military as prepared as it can be, we can start focusing on the Commune's industry. Despite the recent raid, the people are confident in our ability to defend them, and internal squabbles have begun to die down. We should take the opportunity to ensure that they are settled.
Next we'd need to determine how much each commune could contribute to the newly-established common fund. Which meant that Orenburg would have it's first proper census! With the military to protect them, and new roads for them to travel on, census-takers reporting back to the Council could finally determine what exactly the communes had, how much they could produce, and how easily they could produce it.
With a proper census, now we can begin on large-scale projects that we previously were unable to organize. Courthouses, industrial facilities, border fortifications, all of these and more were being built at a steady rate. With a bit of luck, some of these might even be ready before the inevitable attack by the Bandits!
Throughout this entire process of reform, we have been making note of the various loopholes and exceptions that have built up in Orenburg's legal code over the years. Through a fair bit of effort, we have been able to steadily eliminate most of them, with the communes switching over to the more consistent model one by one. This sort of work may seem minor, but ensuring things run smoothly will pay off once the fighting starts.
At long last, Orenburg is… well, reformed isn't quite the right word. We won't know the success of our actions until the storm comes. Orenburg is on a knife's edge, but we know we at least have a chance. Life has been good the past few months, and if we make it through the trials to come, we can be assured that things will improve even more. Dirlewanger beats the drums of war, and Lysenko plots in his mountain fortress.
Let's be ready for them.
And so it has begun. The bandits have attacked our allies, and the Ural League calls for aid. Orenburg shall of course answer their request.
For some reason, the fearsome bandits are… folding like a wet piece of paper. How on earth-
Oh. That would do it. This is going to be easier than we expected, isn't it?
(The TNO devs really need to improve the AI's ability to manage all the various variables that they have)
Indeed it was. The Bandit's fortress in the town of Orsk was ill-equipped and undermanned, with most of their soldiers having fled or been captured by our forces. In a twist of fate, Dirlewanger himself had been knocked out by one of his men, and we managed to capture him before he awoke. The Black Bandit was guilty of nearly every crime under the sun, there was no doubt about that. But what would we be if we didn't give him a chance to defend himself?
As it turns out, however, a drug-addled senile Nazi war criminal tends to fair badly in court. The trial we held barely worthy of the name, and Dirlewanger was publicly executed for his crimes later that afternoon. His body would serve as fertilizer for Mother Russia's land.
With the Bandits dealt with, Lysenko was now all alone in the wastes. With our allies in the guard, we could easily move in and take care of the bastard. Of course, he would likely be much more difficult to defeat than his late partne-
Ooooor not. Well, this is quite the anti-climax, isn't it?
Seriously, say what you will about TNO's mechanical design, but they've got top-notch presentation.
Orsk had been ravaged by Dirlewanger's occupation. While the League focused their efforts on eradicating the last of the bandits, we sent medical assistance and industrial supplies to Orsk's people. It would take time for them to recover, but it was the principle that mattered.
The Black Mountain was looted for research, and left to rot. Too many old ghosts, both of those who had died there and those who had done the killing. It took some time to sort useful research from the Mad Scientist's delusion, but there was information worth knowing trapped within the blood-soaked rocks.
Malenkov and Burba would continue to complain, and demand changes, but their demagoguery had been discredited. Orenburg had saved itself without sacrificing its ideals. The men-who-would-be-kings had no followers anymore.
Of course, the lack of imminent destruction did mean that old habits began to resurface. Arguments began to break out in the Worker's Congress, and the communes began to focus on their own issues once more. But there had been a change, and Orenburg was no longer utterly dysfunctional.
The Ural League, having been kept at an arm's length, went back to their old role as suspect protectors of Southern Russia. They were hardly likely to give up the trappings of knighthood to join with Orenburg, and so Orenburg would have nothing to do with them.
In time, more threats crossed the horizon. A warlord would eventually unite the Kazakhs, crowning himself Abu Khan. He would turn his gaze outward, and the Venice of the Urals would be a tempting target for one such as him.
But Orenburg's people would meet any threats with their heads held high. Orenburg was united, it was strong, and above all it was free. Free of bandits, of tyrants, of petty oligarchs, of all who would oppress mankind and hold one soul above another. And they would fight to protect their freedom, no matter how high the price.
Assuming Himmler doesn't manage to blow everything to smithereens, of course.
And there we go! That took too long to finish, in my opinion, but it is finished. And that was quite the ride getting here!
Now, if you don't mind, I'm going to go to sleep for a month until Red Flood releases. I could use a break from TNO, and goodness knows there's nothing else on the hori-
Riiiight. How about I put up a vote tomorrow to see if anyone is interested in taking a trip to Mexico? Feel free to discuss until then.
I am very curious about that Gods of the North event and it what it could mean
And yeah I am more than down for a trip to Mexico. I'm leaning towards either the Rio Grande or Chichen Itza. Tlaloc I feel would just make me too sad.
Ah, an ending. A bittersweet one, to be sure; George Wallace looks to secure America for the white man only, the Nazis haven't completely collapsed, almost all of Africa lies under the fascist yoke, from Cairo to the Cape. And let's not forget that Himmler still lurks, still watches, still plans.
But there is hope. All is not yet lost. England has thrown off it's traitor king. The respective empires of the Germans and the Japanese continue to decline. The Yanks surely won't settle for the reign of Jim Crow. And in Russia- in the southern Urals, at least- the seeds of revolution, true revolution in the anarchist ideal, have sprouted. Orenburg is the Venice of the Urals, and stands against any reactionaries that seek to tear it down. The Soviet Union will rise again, as it was meant to be. Workers of the world, unite!
Now that I've gotten that out of the way (seriously, great run), could someone give me the run down on Old World Blues? I only know of Fallout from complaints about Bethesda and memes.
Hell yeah I'd be up for Mexico. I just tried it myself and it's really good. There's finally enough going on on the map that it feels alive for me, plus they finally redid the tech tree so that having a navy and an air force makes more sense.
The other HoI4 overhaul mod based on third party property, Old World Blues takes place in the universe of the Fallout series, though one with additions to the established lore. The inital released covered the NCR - Legion War of New Vegas fame, and not much else. Since then, they've added Mormons attempting to unify Utah, pirates ravaging the coast of British Colombia, mutants of all shapes and sizes, and an assortment of minor states with their own objectives. All in all, a fairly competent mod.
The most recent update, however, added a whole heaping load of new content. I've only just started playing around in Mexico, and I've been pretty amazed by what they've put together. Aztecs and Mayans, Luchador tribes, assorted criminals of various sorts, a functioning liberal democracy of all things, and a dying AI hanging above them all. It's great stuff, and it gives us a bunch of options. So many, in fact, that we'll be doing a priority vote! Pick your four favorite options, put them in order, and we'll see who we'll be checking out.
(Also, @Teen Spirit has already done games as New Vegas and Heaven's Gate. They're still on the list, but I may end up covering ground that's already been done if those win the vote.)
THE WEST COAST
[ ] New California Republic (The Two-Headed Bear)
[ ] Caesar's Legion (The Conqueror Of The 86)
[ ] Western Brotherhood (Paladins Of The Waste)
[ ] New Vegas (The House Always Wins)
[ ] New Canaan (In The Name Of The Lord)
[ ] Desert Rangers (Brothers In Arms)
[ ] New Reno (The Biggest Little City)
[ ] Heaven's Gate (Keep The Faith)
[ ] Mojave Chapter (Hidden Valley Knights)
[ ] Washington Brotherhood (Immortal Ambition)
[ ] Broken Coast (Terror Of The Coast)
[ ] Troll Warren (Will Of The First)
[ ] Vault City (A Place Out Of Time)
[ ] Great Khans (Backs Against The Wall) [ ] The Enclave (To Reclaim America) Currently being updated for the new patch, so we won't be playing as them.
MEXICO
[ ] Republic Of The Rio Grande (Always United, Always Free)
[ ] Ejecito Mexicano (Thirteen Days To Glory)
[ ] Nueva Aztlan (The Blind Can See)
[ ] Chichen Itza (Cometh The Hour)
[ ] Free Fighters (Two-Faced Warriors)
[ ] Costa Cafeinada (Business Is Booming)
[ ] Tlalocan (The Dying God)