This is a plan that's been in the works for IRL months now, and I'm excited to finally move into the execution phase. It's been back and forth a ton, and is one of the main reasons that I'm so invested in the quest. To explain it, we must first explain the context.
Essentially, we're now moving into the immediate phase prior to building the Suez Canal, a project that will solidify ourselves at the very centre of east-west trade, bring vital income to us and the Khem whilst undercutting the Sketch dominance of the seas (and thus world trade). This brings its own set of problems. The moment that we announce the construction of the canal, the Sketch start forming an alliance to immediately declare war on us, and since they are currently allied with the Hespranxer, this is more than a little worrying to us.
As such, the Suez plans are currently classified top-secret, on the same level as metalight, and are only known to the very highest level of officials within the Dual Crown and Khemetri governments - perhaps the Kings of both countries, and the Prime Ministers. It must stay this way, but thankfully our internal intelligence networks are so good that countries don't even bother trying espionage within our territory. The risk of leaks are minimal, thankfully, as it is the single greatest failure point of this plan. Engaging in the Suez before we're fully prepared would be disastrous. The disparate pieces of preparation are hard to piece together into a coherent whole without knowing the full picture.
This conflict is destined to be an interesting one. The alliance cannot hope to win in a land invasion of us and the Khemetri, between the logistical advantages of our rails, the communication of telegraphs and two world-class armies buried up to their necks in fortresses. They cannot expect to take control of the site of the Suez. Similarly, however, the flipside of this is that we absolutely cannot contest these nations on the sea, their ironclads having the potential to turn our wooden navy into matchsticks. Their naval dominance means that what they can do is place a stranglehold on our seaborne trade, blockading our ports with unsinkable ironclads and harming our finances until they can extract hefty concessions from us, potentially even losing us the thalassocracy title (even though we are only nominally a thalassocracy).
This is a problem, and must be accounted for, in order to mitigate the extent and the damage of the war. The planned solutions are as followed:
There will be some delay between our starting of the project and the coalition's ability to muster an organised response, due to the time delay on information travel, both of the announcement and the orders/diplomatic response. It is therefore imperative that the canal comes online as soon as possible, for the moment it does, merchants and businessmen all across the globe will be demanding access to it due to how much quicker and cheaper it makes east-west trade. This provides a massive financial and therefore political incentive to not be at war with the canal operators, and makes it increasingly politically untenable for coalition leadership to continue a war with the Dual Crown and the Khemetri. To this end, the canal plans should remain secret until, and ideally during the canal construction (though the latter is unlikely given the quality of Sketch foreign intelligence). Furthermore, cost reduction in the form of mass produced explosives must first be obtained before starting, and as much IC investment as is feasibly possible must be put into the canal during its construction (to the point of halting IC spending a turn or two beforehand to allow full regeneration, and investing in temp IC increasers during the turn).
The current problem of facing an ironclad navy at the present time is our inability to sink the things, so they could essentially sit in front of our ports and we wouldn't be able to do anything about it. The answer, however, is simple – obtain a method of sinking them before we start the canal (and thus the war). This comes in the form of breechloading cannons (currently researching) and smokeless powder, which is the tech directly after nitro explosives in the tech tree, and allows for higher velocity, explosive shells with long range, capable of sinking ironclads. Fortunately for us, early ironclads were little more than floating gun batteries: slow, low range and incapable of going very far from the shore. This means that if they are used to blockade our ports, they would be static targets solidly in range of our coastal defences, and thus, extremely sinkable. Once you compare the costs of producing the anti-ironclad guns with the vast expense of building the ironclads, it becomes economically infeasible for the ironclad navy to in a protracted war if their 'unsinkable' ships have to be continually replaced. This is the 'hard' answer to the problem of ironclads.
Another angle of attack is to attempt to remove one of the players entirely before the war even begins. The Sketch, being the coalition leaders and our current main rival for the title of supreme power, obviously can't be targeted in this manner, so we must instead turn to the Hespranxer. It must be forwarded that this is not guaranteed to work, but the potential benefits in both resources and averting loss of life during the war mean that it should be attempted.
The approach follows a traditional Ymaryn maxim – 'the fire is warm'. In essence, a protracted soft power campaign, consisting of a combination of diplomatic overtures, favourable trade negotiations and Dual Crown agitators influencing politicians and businessmen, all directed at the Hespranxer. The aim of this campaign is to introduce luxuries and favourable opinions of the Dual Crown, tying our trade and continued favourable relations in with the wellbeing of their citizens, such that the idea of a war becomes economically and politically untenable if the Sketch present it. It is to our advantage that the Sketch-Hespranxer alliance is a tenuous one, formed of a mutual wariness of the Dual Crown's growing power, on an extraordinarily unstable foundation of mutual hatred on a cultural level. If we can turn that wariness into more favourable relations on the Hespranxer, so that continued cooperation with one another is more profitable than war, the alliance evaporates. Our diplomats are some of the foremost in the world, and the Hespranxer are fairly predictable in their desires – they want prestige, and they want luxuries, and all the trappings of a modern, enlightened industrial nation. This is something that we can work with – between our splendid porcelain, high quality glassworks, culture, precision industrial goods and vast natural resources, we have many levers that we can pull to influence them.
We must take care to never threaten the Hespranxer, but merely let them realise of their own accord that it is better to be with us than against us. The fire truly is warm.
And so we move to the elephant in the room: the Sketch. They are a tricky behemoth, between their wealth, industrial power, bleeding edge navy and their superb intelligence capabilities. Fortunately, they are also extraordinarily beholden to the whims of that great beast, capitalism. If something is profitable, Sketch businessmen will follow like hounds after a rabbit, so the answer to the Sketch is to target their finances and make it infeasible to prolong a war. To this end, the secrecy and short construction period of the Suez already go a long way, but there is another option that we have already prepared. The wellbeing of the sketch people is horrifically dependent on the imports from their colonies, being used to a certain level of luxury, much like their real-life counterparts in the British. As such, targeting the principal among these colonies, Sketch Kus and the HEKC that manages it when we start the Suez, disrupting it so as to cut of the supply of luxuries means that the Sketch face the possibility of internal revolt at the same time as a war with the Supreme power. A nasty predicament, to be sure.
Itemised TLDR
- Obtain nitro explosives to reduce costs of rails and suez construction
- Begin Hespranxer seduction
- Finish the khem rails
- Obtain smokeless powder.
- Kick over the HEKC
- Start canal
- Finish canal
- War
- Sink some fucking ironclads
- End war
- Literally everyone profits because it's the bloody Suez
With all this in mind, I suggest the following distribution of PW to the parties: 1PW to the royalists, and 2PW to the Urban Workers, with 1PW held in reserve to be potentially used for either a temperance action or a war action if necessary. I can thus present to the thread a tentative plan for the current parliamentary phase, which has been extensively discussed between myself and the other party leaders, taking into consideration their various interests, concerns, and personal desires.
Conservatives (4+0 PW)
Improve Education - 1 PW: -1 SoL, +1 Education, +1 Innovation
Improve Education - 1 PW: -1 SoL, +1 Education, +1 Innovation
Support Scientific Research - 1 PW: -1 temp SoL, boosts Science type research
Support Scientific Research - 1 PW: -1 temp SoL, boosts Science type research
This forms the core of @ManusDomine's conservative platform – 'education, education, education'. It's been something that we've wanted to do for a while now, but between the cost reduction from the conservatives being in power, and our trade SoL coming back online, we're in a perfect position to execute it. It also serves as the rush for Nitro Explosives (and finishes metalight), giving us at least 26RP from the boosters, and another +(2*2)*1.9 RP in the research phase. Having run the maths on this, 2 Edu 2 Boost is the most efficient formulation of this in terms of RP gain whilst still obtaining Nitro Explosives next turn.
Royalists (2 + 1 PW)
Diplomatic Outreach - 2 PW + >10 Espionage: +1 Trust, -1 Temp Trust (Hespranxer)
Build Espionage Network - 1 PW: -1 Temp Trust, +2 Temp Espionage (Hespranxer)
This, along with the trade action explained later, form the triple pronged, synergistic opening phase of the aforementioned protracted soft power campaign directed at the Hespranxer, the start of a multiple turn initiative to bring them onside. The DO action is a strong, above-board action signalling our intentions, whilst the espionage network action is our increased funding of our existing spy network in the country to start promoting Dual Crown interests within politicians and businessmen. It also serves to bring us to 10 temp espionage, to allow for the usage of the improved DO action this turn and in the next main phase, saving us a substantial amount of temp trust.
Liberals (0 + 1 temp by AN fiat)
Sell Crown Corporation (8/17) - 0 PW: +1 temp SoL (Usable once per turn)
Invest in Hung Port - 1 PW, -1 IC, port better developed
Urban Workers (0 + 2 PW)
Rapid Develop Industry - 1 PW + Innovation 10+: +4 IC and Active Development, +2 Pollution, -3 Temp IC
Promote Trade - 1 PW: -2 Temp Trust, +2 Temp SoL (Max [Navies] usage per turn) (Hespranxer)
The Liberals and the Urban Workers are an interesting bunch, and are currently extremely bound to one another. I shall attempt to explain what's going on here.
Since
@Citino has taken control of the Liberal party, he has been clear with his desire to reform it towards a more trade-focused standpoint, and investment in the Traigon ports in Binaan (the equivalent of Vietnam) serves as the core of his plaform. This provides us with a greater foothold in the region – greater influence and stability in Binaan, and the potential for greater opportunities and sources of wealth. The end goal here is to turn it into our equivalent of Hong Kong, a major base in the region for when we turn our focus east.
The dynamics of the Urban Workers this turn mean that the more PW invested into them compared to the liberals, the more influence they have over the changing liberal platform.
@Horologer's key focus is jobs, and worker safety/rights – it is, after all, an employer's market at the moment, with too much power in the hands of business owners granting them far too much leeway in their actions. The RDI action should need no explaining; RDI is jobs, and lots of them. The promote trade action, however, is far more interesting – in order to gain greater sway over the liberals, and further influence their platform, the urban workers have opted to horse-trade one of their potential PW to the liberals, who use it for a trade action, which is the last piece in the soft power trifecta. In return, however, they receive greater sway over the liberal platform, helping to curb the greatest excesses of the 19th century, and an undefined future favour from the liberals to be called in at their leisure.
An addendum, because I know it's going to be brought up and thus I should explain it. The Nohon, our other great power rival, do not really have a stake in the Suez War (aside from disliking us, perhaps) – by the time the information reaches them, it will be too late, and they will not be able to coordinate with the Sketch.* However, it has been suggested to start a TKR rail company early, before the Suez situation is handled. If word of the TKR reaches the Nohon, especially several years into its construction (as there are a few more years to go before we can start the Suez), they will declare war on us. This cannot be allowed. We cannot afford a naval war between potentially three great powers at the same time, in two separate theatres thousands of miles apart. Such split attention and resources will ruin everything that we are trying to build.
* [For reference, the journey time for the fastest clipper ships from London to Japan is about five months pre-Suez. Add on mobilising the navy even with immediate acceptance without payment or reply… the information/travel lag makes this impossible to handle.]
The current suggested plan regarding the TKR is as follows:
- Obtain nitro explosives, pushing us up to 2 railway actions per company per turn.
- Khem Rail (7 progress needed atm) finishes in two turns, spin those companies into the Kus Rail
- Kielmyr Rail (6 progress needed, 2 after two turns) finishes the turn after that, spin that company into the TKR
- The Kus rail (15 progress needed, 11 after two turns, 5 after three), with three companies in it, will finish the turn after that. TKR gains 2 progress, do an additional action to remove the debuff.
- Spin all the remaining companies into the TKR and found an addition company. 5 companies in the TKR, 26 actions needed to completion. The TKR finishes in 3 turns after this point.
Tldr: Khem finishes in 2 turns, Kiel in 3 turns, Kus in 4 turns, and TKR in 7 turns from this point, with the only additional company needed being a TKR one later on, after we've dealt with the Suez situation.
Vote 1 PW Royalist, 2 PW Urban workers! ^^
I'll get an IC post done tomorrow. After 2.5k of this I'm shattered.