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Ah, that was the concluding statement I was forgetting. :rofl: Yes, they have little money and thus must make employees stretch. And they have thus weaseled thus far...but another company just got slammed and our boss was spooked enough that he's easing out the grey area we've been using, all innocent whistling and happy news for the employees.
Well that's a good sign?

I mean, it sounds like your company was actually TRYING to hire more people to avoid this dangerous 'sinking ship' quasi-equilibrium where everyone works 90-hour weeks and people constantly burn out from working 90-hour weeks. It's just that they keep losing employees as fast as they can hire them because, well, 90-hour weeks.

But yeah, you should probably still get the hell out unless you have some overriding reason you truly hafta hafta do this.
 
Well that's a good sign?

I mean, it sounds like your company was actually TRYING to hire more people to avoid this dangerous 'sinking ship' quasi-equilibrium where everyone works 90-hour weeks and people constantly burn out from working 90-hour weeks. It's just that they keep losing employees as fast as they can hire them because, well, 90-hour weeks.

But yeah, you should probably still get the hell out unless you have some overriding reason you truly hafta hafta do this.
I mean, they are trying, it's just that they're not changing the brilliant hiring policies I outlined in my big announcement. And in addition to burning people out, they fire anybody who doesn't measure up. Which I get, but either retain supply or replace supply, people!
 
I mean, they are trying, it's just that they're not changing the brilliant hiring policies I outlined in my big announcement. And in addition to burning people out, they fire anybody who doesn't measure up. Which I get, but either retain supply or replace supply, people!

You still need to get out, friend. Although I'm sure I don't need to tell you that.
 
I mean, they are trying, it's just that they're not changing the brilliant hiring policies I outlined in my big announcement. And in addition to burning people out, they fire anybody who doesn't measure up. Which I get, but either retain supply or replace supply, people!
From my own experience, public schools would have fallen down this same pit decades ago if they didn't tend to be unionized.

Political pressure means that "raise standards" is always a winner and will always roll down to bear on the teachers. Parental pressure means that "raise graduation rate" is always a winner, likewise. Realistically, you get to pick at most one of those to accomplish in any given year, and trying to get both means your workforce starts cracking like eggshells.
 
[X] Commonwealth Hardball: You expected to compromise, but you are the victors, here, and Victoria will not be permitted to dictate terms in any sense.
 
Negaverse: Dawn of A Negaverse (Victoria)
Dawn of a Negaverse

BrilliantBaklava said:
Due to your leader choice and customization selections, you have 10 Nation Customization points. Customization options are listed below. Be advised that while all bolded descriptions of customization options are accurate, this quest has an "Unreliable Narrator" tag for a reason.

Military Options

Prussian Drill (-3 CP): In the twenty-five years since Victoria's last major war, the nation has focused relentlessly on keeping up the professionalism of the armed forces. This means higher standards and higher training expenses. New regular troops start at quality 3/5 (Skilled) rather than 2/5 (Trained), but take longer to train. Your starting army is reduced to eight regular divisions. Mutually exclusive with "Citizen Soldiery."

They Also Serve (-3 CP): In the grip of standardization efforts and on the advice of a few of the more... controversial... figures within the Victorian military, Victorian Army high command has enforced a degree of uniformity on the normally self-organized equipment and supply arrangements of the army. Counter-Doctrine Option. A large fraction of your combat infantry are reassigned to logistics and rear area duties, and the army adopts a more regimented approach to equipping itself. Reduces your number of starting divisions by one third, rounded to the nearest whole number.

Paladins (-2 CP): Thanks to the beneficience of Czar Alexander IV, you have maintained a hard core of elite troops that combine the greatest virtues of Victorian tactics and military culture with the finest equipment the Russian Empire would provide you. These men are the picked cream of the crop, expected to adhere to the highest standard of willingness to die for the state, for God, Retroculture, and Victoria. CMC Option. Can be taken up to three times. Gain one division of infantry with mechanized vehicles including amphibious APCs and tanks superior to those available to the regular army. Training and Elan bonuses will be increased compared to a conventional division.

Brown-Water Navy (-2 CP): When Rumford chose to fight at sea, he relied on civilian vessels pressed into service and equipped with available Army weaponry. However, it would not be out of the question for Victoria to build dedicated vessels for riverine and coastal warfare, and establish a sizeable naval service. Counter-Doctrine Option. You have a fleet of purpose-built gunboats capable of operating on rivers and in coastal waters. Incompatible with "No Navy." Compatible with "Green Water Navy."

Green-Water Navy (-4 CP): Victoria controls several ports that were once major naval bases of the old United States. Reactivating the old shipyards or establishing new ones, and designing ships capable of contesting the sea, would be a major break from the traditions of fourth generation warfare. It would likely meet opposition from within the state. But it is not impossible. High Tech Option. Counter-Doctrine Option. You have a fleet of purpose-built warships capable of operating anywhere on North America's largest inland waterways, and well out into the Atlantic. Incompatible with "No Navy." Compatible with "Brown Water Navy."

The Rockets Are Ready (-2 CP): Due to persistent advocacy by a minority of dedicated generals, in the past generation Victoria has adopted mobile truck-mounted rocket artillery and missile batteries as a significant adjunct to its armed forces. High Tech Option. Counter-Doctrine Option. The Victorian army equips itself with heavy vehicle bombardment rockets and various light antiship and surface to air missiles, such as can be deployed as mobile assets from the army's normal transportation.

Soaring Eagles (-2 CP): At considerable expense, you have maintained the Victorian Army Air Force and rebuilt it after the losses of the old wars. Doctrine remains much as it always was- the focus is on air superiority and blunting the effect of enemy airstrikes by shooting down their planes. High Tech Option. You will have an air force equipped with fourth-generation jet fighters armed with guided air to air missiles. Mutually exclusive with "No Air Force."

No Air Force (2 CP): Air power is a needless complication, enemy airstrikes are indecisive and no realistic threat in today's North America, and aerial scouts can accomplish little that bold action by men on the ground could not achieve just as well. Victoria needs no air force. Saving costs, you decline to establish an air force. Mutually exclusive with "Soaring Eagles." If you take neither this nor the "Soaring Eagles" option, your air force consists of a mix of piston-engine and turboprop light aircraft for reconnaissance and occasional minor COIN activities.

No Navy (2 CP): Across all the North American continent, no enemy exists capable of invading your soil and living to tell the tale. None dare molest your foreign trade, should you wish to indulge in it. What needs have you of a navy? Saving costs, you decline to establish a naval military branch. Mutually exclusive with other naval options. If you take neither this nor any other navy action, you default to the same armed civilian ships used in the previous quest.

Citizen Soldiery (2 CP): War is properly the undertaking of every male citizen. A vigorous upbringing, the blessings of clean living, and a firm commitment to God and the nation are more than enough for Victorian soldiers to triumph. The state has only to issue the call to arms, and a hundred thousand men will drop the plow and pick up the sword. New regular troops start at quality 1/5 (Green) rather than 2/5 (Trained), but take little time to train. Your starting army consists of eighteen divisions, and new units can be raised quickly whenever there is a campaign. Mutually exclusive with "Prussian Drill."

New World Doctrine (6 CP): Victoria sneers at foreign notions of how to wage war. Has it not succeeded over and over against the weak, decadent successor states that tried vainly to cling to the old ways? While the Czar has occasionally been gracious enough to offer assistance with training or the raising of a general staff, your military remains confident that it knows a new, better way. Omake award option, rollover from last quest. Victoria's tactical doctrine remains the same as it was during the wars of the 2030s and 2040s. Those wars were victorious, after all.
Diplomatic Options

The Apple, Cored (-2 CP): New York's location makes trading with them necessary, but Victoria has made the military balance of power very clear. The Free City is not allowed to amass heavy weapons, and the CMC has made every effort to impress upon them the superior might and vigor of Victorian arms. The Free City of New York exists, and has a large economy, but has been comprehensively disarmed and has an institutional, collective fear of Victorian wrath. Mutually exclusive with "The City That Never Sleeps"

Whistling Past Dixie (-2 CP): In the wake of the Atlanta bombing, the New American Confederation fractured. Parts were subsumed by your old allies, the Texas Rangers and the "Old Southern" Confederacy. Other parts swore revenge after Atlanta and sought to reunite yet again to overthrow the "Old South." Through deft interventions and with a little help from your allies during the 2050s, you broke up this coalition, and it does not present a threat. There is no relevant, organized opposition to Victoria in the region south of New York, east of the Mississippi, and north of the 30th parallel. Barring extreme circumstances, none will arise within roughly the next five years, perhaps longer. Mutually exclusive with "The South Will Rise Again."

Sister Cali (-5 CP): The Pacific War was costly, but in the aftermath Victoria, with aid from its Russian allies, broke the 'New California Republic' to its will. The Russians maintain observation of the NCR's internal affairs, and have prevailed upon California to become a source of assistance to their dear friend, Victoria. The NCR now supplies Victoria with a variety of equipment for its military, including many things that would present major struggles for a Retroculturist state to manufacture domestically. This could be a boon, if such equipment is considered necessary. California has been unable to freely pursue independent military and foreign policy since the Pacific War. You may choose up to three options labeled "High Tech," at costs reduced by 1 CP each.

The City That Never Sleeps (3 CP): At the time of your early expansion, New York City and its immediate surroundings held a population nearly as large as the rest of your territory combined. With heavily built-up territory inhabited by precisely the sort of people likely to be enemies of Victoria and Retroculture, integrating the city into Victoria was never an option. Unfortunately, they have grown no less hostile to your interests over the intervening three decades, and they are still far too strong to easily conquer. The Free City of New York represents a significantly rearmed threat on your southern border, and is adequately prepared to attack at any time if its government senses weakness. Mutually exclusive with "The Apple, Cored." If neither option is taken, New York is largely disarmed but likely to rearm in the neat future.

The South Will Rise Again (3 CP): A reassembled New American Confederation has begun to emerge in the southern United States. They mostly blame Victoria for the Atlanta bombing and the chaotic civil war in their territory. They will be at best unfriendly to Victoria in the future, and totaly unsympathetic to Retroculturism. Mutually exclusive with "Whistling Past Dixie." If neither option is taken, then internecine conflicts in the South are nearing a decisive moment, but can be tipped either way through prompt action.

Best Served Cold (4 CP): In its quest to end the Crazy Years and make North America safe for Retroculture, Victoria made a surprising number of enemies. Those enemies have been laid low for many years, and many of them are safely dead. But not all. Some of them hold bitter, vengeful memories. An old antagonist from the first quest has survived in some form. They have a specific, actionable plan to seek revenge against Victoria. You will not know which of Victoria's old enemies from the first quest will be resurgent until their plans are already in motion. May be taken up to twice. NOT mutually exclusive with any of the above options.
Economic Options

Civil Service (-2 CP): Cursed by many as they were, the old bureaucratic institutions of the United States were what allowed it to function as it did. Bureaucracy, in general, is essential to the functioning of a modern state. Victoria's internal administration is not so minimalist as its founders might have wanted. This gives the civilian government more leverage to gather information, influence the economy, and monitor trends among the population.

Glittering Palaces (-1 CP): As any government-printed textbook will tell you, Retroculture's restrictions on technology have always been voluntary, and intended to strengthen the moral fiber of Victorian society. Surely, among the select few who have proven their worth and righteousness to stand at the head of the state, there is less risk of luxury and comfort bringing corruption? High Tech option. Increased contentment and loyalty among elites of Victorian society, who enjoy truly extravagant lifestyles. Potential for unrest among non-elites, depending on future developments.

Tourist Traps (-1 CP): The old American Northeast includes its share of spectacular scenery. And Victoria has a large, hardworking population, including many who are accustomed to providing dutiful service to their rightful superiors in society's hierarchy. For a certain kind of tourist, this is an attractive combination. Victoria has a surprisingly active tourist industry, bringing in foreign exchange from a select clientele around the world. Though with foreign exchange comes more foreign attention...

The Trains Run On Time (-2 CP): Ever since the days of Rumford and Lind, Victoria has emphasized the railroad. While foreigners may scoff at Victoria's decision to tear down many of the old country's freeways and parking lots, even they cannot deny that its railroads run on precise, orderly schedules, carry ample traffic, and are well supplied with efficient locomotives. Victoria has a complete, comprehensive, and (as far as possible) modernized internal rail network.

Health Care Industry (-3 CP): There is nothing in the precepts of Retroculture that forces Man to accept less than the best medical care available. However, the founding years of Victoria were hard on the medical profession. Between the foreign-born doctors who were expelled, the women doctors who were no longer trusted, and the purging of academic institutions, it was always going to be a hard struggle to maintain even an approximation of the pre-Collapse medical infrastructure. But you did it. High Tech Option. Despite considerable handicaps, Victoria can import or make for yourselves most basic medical supplies, and trains nearly enough doctors and nurses. Coverage is patchy, but the foundations are in place.

Preventative Medicine (-2 CP): Despite limited transportation and logistics, and difficulty in maintaining accurate medical records of the populace (as distinct from the CMC's own files, which are classified), your medical institutions have managed to keep up with changes in the population. The public remains educated on basic health care needs. Your medical infrastructure is surprisingly broad-based, and has a good grasp of the essentials. Knowledge of preventative medicine such as dentistry and good dietary choices is widespread. Your population is 80-90% inoculated against common diseases.

Import/Export Professionals (1 CP): The necessity of trading with the outside world means you cannot seal your borders. Despite your best efforts, corrupting influences like drugs, radios, and portable gaming systems flow into Victoria. An entire class of criminal types has arisen to move these goods. Large-scale smuggling operations cater to your less idealistic citizens' desire for material goods produced outside the Retroculturist sphere of influence. This feeds a crime wave. Can be opposed by internal security actions.

Outbreak (2 CP): Despite all your precautions and efforts to keep your citizenry healthy and pure, disease runs rampant in your territory. You begin play with an active, endemic outbreak of particularly lethal influenza, source unknown.

Population Boom (2 CP): Pro-natal policies have led to a marked increase in birth rates in Victoria over the past fifteen years! This is terrible. Your agricultural sector is struggling to keep up after a series of poor harvests, and you now face the possibility of having your people multiply fruitfully, only to immediately collapse into a massive famine. Food supplies have collapsed under crop shortages and a population boom. Take drastic measures to resolve the situation or face mass die-offs.
Intelligence Options

Christian Marines (-2 CP): John Rumford's original paramilitary organization, which evolved into the early army for the Northern Confederation, was known as the "Christian Marine Corps." While Rumford himself is many years dead, the CMC lives on as an organized body. They uphold the tenets of Rumford and Lind's beliefs with the utmost intensity, and have enforced an iron ideological and religious discipline upon the agents of the state. Furthermore, the CMC works vigilantly to ensure the cooperation of the populace. They are a very powerful institution within Victoria, and have done much to sustain the nation as it now exists. Omake award option, rollover from last quest. -1 CP Cost to all "CMC" options. +1 CP Cost to all "Counter-Doctrine" options. The CMC exists as a powerful ultra-orthodox organization with far-reaching influence in your government and society.

Aid Workers (-2 CP): Victoria proclaims its wealth and generosity to the benighted, less successful polities of post-Collapse America through donations of aid. While you don't always give these aid workers that great a budget- Victoria has its own needs- they reliably funnel back information to their homeland. They also act as a first line of warning and defense, acting to quash many troublemakers who might otherwise stir up hostility against Victoria. Victoria has salted the continent with a spy network camouflaged as aid workers. You begin play with a widely distributed intelligence service in all parts of the continent not controlled by a strong centralized successor state.

Computer Database (-2 CP): While Retroculture holds that the computerization of the American way of life around the turn of the last century was, on the whole, a corrupting and disruptive influence, there are some purposes for which computers do serve a useful purpose. Your intelligence organs have maintained a network of computer mainframes to store dossiers and lists of citizens, making it easier for them to track down foreign or domestic enemies of the state. High Tech Option. Improved internal security and resistance to infiltration.

Inquisitors (-2 CP): Victoria's secret police force is highly experienced and Russian-trained in the use of surveillance equipment and other sophisticated techniques. They are tireless in ferreting out traitors, saboteurs, and secret cultural Marxists, maintaining a network of loyal men throughout the nation. CMC Option. Victoria starts game with increased internal security.

Internal Movement Controls (-2 CP): The spread of the automobile, according to Bill Kraft, was one of the essential evils of technology that destroyed the Old World. People should stay with their communities unless there is a good reason for them to travel. People without such reasons should carefully watched for signs that they are being corrupted by foreign influences, and your internal security forces take pains to do so. CMC Option. Victoria starts the game with increased internal security. Reduced risk of dissident populations fleeing Victorian territory.

Nuke (-5 CP): Many things were lost during the Collapse. Some have been found again. Through some working of influence, you have found something. Some-fucking-how, you have laid hands on a functional B-83 nuclear warhead. Just the warhead. No delivery system included with purchase. This is not a case of Schroedinger's warhead; the nuke exists. If you do not pick it up, the nuke moves on...and finds another master. Be advised that Victorian use of the bomb will cause disastrous results for Victoria's relationship with Russia (its sole ally of note) and may result in conflict with other well-armed powers.

No Secret Police (3 CP): Victoria has no need of expensive networks of agents to infiltrate and ensure the loyalty of its own people. Surely the people will remain stalwart and steadfast behind Retroculture and the Victorian state without being coerced or spied upon. You have recently ensured that your nation's internal security forces act strictly within the confines and technicalities of a legal code. However, the remnants of the secret police force are resentful and experts at infiltrating your population, since they were doing so on behalf of the government not long ago. And you have no realistic way of ensuring that the populace acts to support what would otherwise be unpopular measures. Counter-Doctrine Option. Increased probability of political unrest, factional uprisings, and disaffection from Retroculturist ideals. Mutually exclusive with "Inquisitors" and "Internal Movement Controls."

The Greatest Sin (3 CP): Suspicious deaths abound in government offices. This goes beyond simple informants. Somebody with access to the highest levels of government is or is abetting an assassin in wreaking havoc in your government. Every turn, a random government official will need to make survival rolls until you stop the assassin.
Retroculture Options

-Unity of Church and State (-2 CP): Victoria attributes its success only to God. To preserve its traditional devotion, it has ensured that no subversive false clerics survive, and that no new ones can emerge. Conversely, the unified Christian Church has firmly endorsed the state's leadership and routinely assists the secular authorities in their undertakings. CMC Option. Reduced DC for a variety of internal security, political, and economic actions, due to the church acting as a parallel, secondary conduit for ensuring that government objectives are 'pushed' down to the population at large.

Selective Memory (-2 CP): Victoria's education system and public information mechanisms are highly effective at casting past events in the proper light. The foundation of the nation and its wars across the North American continent were not so long ago as all that. But there has been plenty of time to make sure a narrative conducive to the dignity of the state spreads among its people. CMC Option. A variety of Victoria's less... impressive... moments have been quietly swept under the memory hole. The young generation has little if any knowledge of them, and the older generation has been convinced to understand events as best serves Victoria. Increased control over public opinion.

Xenophobia (0 CP): Every Victorian will tell you that Retroculture is the best way for men to live, and that Victoria exists to nurture the bravest, purest, noblest breed of human being that walks the Earth. Foreigners, with their corrupt ways, are inherently untrustworthy in the extreme. Victorian suspicion of, and contempt for, foreigners is heightened. Increased resistance to foreign influence of all kinds, including the appeal of outside technology. Decreased diplomatic effectiveness.

Newfangled Auto-Mobiles (2 CP): Short-ranged electric battery vehicles are allowed in Victoria. That is all, for purposes of self-propelled road-mobile travel. Any talk of allowing internal combustion engined cars or trucks for any non-military purpose has been thoroughly quashed; once the population gets a taste of that decadently easy travel, all is lost. Mutually exclusive with "They Also Serve..." The Victorian population as a whole is very unfamiliar with trucks and cars, even more so than would otherwise be the case. Internal transportation hampered.

Retroindustry (3 CP): Mid-20th century industry was simple, reliable, robust. Men knew how to operate their technology, without computerized widgets controlling things and depriving them of the opportunity for honest, soul-improving labor. No more is needed. Victoria's manufacturing base has been deliberately rebuilt along lower-tech lines, beyond the natural consequences of Retroculture and the purging of academic institutions. Increased difficulty manufacturing certain high-tech equipment.

Retroweaponry (3 CP): Gadgets and gizmos do not make a fighting man. Valor, faith, and dedication make a fighting man. The emasculating influence of high-tech equipment on combat during the World Wars and later decades was the result of tragic misunderstandings of the true nature of armed conflict. This influence did much to pervert the Old World as it once was. You will have none of it. Mutually exclusive with "Green Water Navy," "The Rockets Are Ready," and "Soaring Eagles." The bulk of your military disdains all weaponry that cannot feasibly be manufactured and maintained using pre-1930 equipment, and nearly all weaponry that wasn't invented before 1930.

Retromedicine (3 CP): What matters in life is a man's relationship to God and the state. The old country's obsession with expensive medicines merely coddled weakness and encouraged a culture of unfitness. A pure and clean people need little of such things! Besides, most of the doctors around when Victoria was founded were women and foreigners anyway. Mutually exclusive with "Health Care Industry" and "Preventative Medicine." Your medical establishment is limited to pre-WWII standards of care, plus occasional shipments of foreign supplies and foreign-trained doctors.


...
...

Winning vote:

[] Plan Christian Marines
-[] Paladins x3 (-3 with CMC)
-[] Soaring Eagles (-1 with High Tech)
-[] New World Doctrine (+4)
-[] The Apple, Cored (-2)
-[] Whistling Past Dixie (-2)
-[] Sister Cali (-5, enables High Tech)
-[] Best Served Cold x2 (+8)
-[] Tourist Traps (-1)
-[] Health Care Industry (-2 with High Tech)
-[] Preventative Medicine (-1 with High Tech)
-[] Christian Marines (-2)
-[] Aid Workers (-2)
-[] Inquisitors (-1 with CMC)
-[] Internal Movement Controls (-1 with CMC)
-[] Unity of Church and State (-1 with CMC)
-[] Selective Memory (-1 with CMC)
-[] Retroindustry (+3)
 
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Dawn of a Negaverse



Military Options

Prussian Drill (-3 CP): In the twenty-five years since Victoria's last major war, the nation has focused relentlessly on keeping up the professionalism of the armed forces. This means higher standards and higher training expenses. New regular troops start at quality 3/5 (Skilled) rather than 2/5 (Trained), but take longer to train. Your starting army is reduced to eight regular divisions. Mutually exclusive with "Citizen Soldiery."

They Also Serve (-3 CP): In the grip of standardization efforts and on the advice of a few of the more... controversial... figures within the Victorian military, Victorian Army high command has enforced a degree of uniformity on the normally self-organized equipment and supply arrangements of the army. Counter-Doctrine Option. A large fraction of your combat infantry are reassigned to logistics and rear area duties, and the army adopts a more regimented approach to equipping itself. Reduces your number of starting divisions by one third, rounded to the nearest whole number.

Paladins (-2 CP): Thanks to the beneficience of Czar Alexander IV, you have maintained a hard core of elite troops that combine the greatest virtues of Victorian tactics and military culture with the finest equipment the Russian Empire would provide you. These men are the picked cream of the crop, expected to adhere to the highest standard of willingness to die for the state, for God, Retroculture, and Victoria. CMC Option. Can be taken up to three times. Gain one division of infantry with mechanized vehicles including amphibious APCs and tanks superior to those available to the regular army. Training and Elan bonuses will be increased compared to a conventional division.

Brown-Water Navy (-2 CP): When Rumford chose to fight at sea, he relied on civilian vessels pressed into service and equipped with available Army weaponry. However, it would not be out of the question for Victoria to build dedicated vessels for riverine and coastal warfare, and establish a sizeable naval service. Counter-Doctrine Option. You have a fleet of purpose-built gunboats capable of operating on rivers and in coastal waters. Incompatible with "No Navy." Compatible with "Green Water Navy."

Green-Water Navy (-4 CP): Victoria controls several ports that were once major naval bases of the old United States. Reactivating the old shipyards or establishing new ones, and designing ships capable of contesting the sea, would be a major break from the traditions of fourth generation warfare. It would likely meet opposition from within the state. But it is not impossible. High Tech Option. Counter-Doctrine Option. You have a fleet of purpose-built warships capable of operating anywhere on North America's largest inland waterways, and well out into the Atlantic. Incompatible with "No Navy." Compatible with "Brown Water Navy."

The Rockets Are Ready (-2 CP): Due to persistent advocacy by a minority of dedicated generals, in the past generation Victoria has adopted mobile truck-mounted rocket artillery and missile batteries as a significant adjunct to its armed forces. High Tech Option. Counter-Doctrine Option. The Victorian army equips itself with heavy vehicle bombardment rockets and various light antiship and surface to air missiles, such as can be deployed as mobile assets from the army's normal transportation.

Soaring Eagles (-2 CP): At considerable expense, you have maintained the Victorian Army Air Force and rebuilt it after the losses of the old wars. Doctrine remains much as it always was- the focus is on air superiority and blunting the effect of enemy airstrikes by shooting down their planes. High Tech Option. You will have an air force equipped with fourth-generation jet fighters armed with guided air to air missiles. Mutually exclusive with "No Air Force."

No Air Force (2 CP): Air power is a needless complication, enemy airstrikes are indecisive and no realistic threat in today's North America, and aerial scouts can accomplish little that bold action by men on the ground could not achieve just as well. Victoria needs no air force. Saving costs, you decline to establish an air force. Mutually exclusive with "Soaring Eagles." If you take neither this nor the "Soaring Eagles" option, your air force consists of a mix of piston-engine and turboprop light aircraft for reconnaissance and occasional minor COIN activities.

No Navy (2 CP): Across all the North American continent, no enemy exists capable of invading your soil and living to tell the tale. None dare molest your foreign trade, should you wish to indulge in it. What needs have you of a navy? Saving costs, you decline to establish a naval military branch. Mutually exclusive with other naval options. If you take neither this nor any other navy action, you default to the same armed civilian ships used in the previous quest.

Citizen Soldiery (2 CP): War is properly the undertaking of every male citizen. A vigorous upbringing, the blessings of clean living, and a firm commitment to God and the nation are more than enough for Victorian soldiers to triumph. The state has only to issue the call to arms, and a hundred thousand men will drop the plow and pick up the sword. New regular troops start at quality 1/5 (Green) rather than 2/5 (Trained), but take little time to train. Your starting army consists of eighteen divisions, and new units can be raised quickly whenever there is a campaign. Mutually exclusive with "Prussian Drill."

New World Doctrine (6 CP): Victoria sneers at foreign notions of how to wage war. Has it not succeeded over and over against the weak, decadent successor states that tried vainly to cling to the old ways? While the Czar has occasionally been gracious enough to offer assistance with training or the raising of a general staff, your military remains confident that it knows a new, better way. Omake award option, rollover from last quest. Victoria's tactical doctrine remains the same as it was during the wars of the 2030s and 2040s. This is probably for the best. Those wars were victorious, after all.
Diplomatic Options

The Apple, Cored (-2 CP): New York's location makes trading with them necessary, but Victoria has made the military balance of power very clear. The Free City is not allowed to amass heavy weapons, and the CMC has made every effort to impress upon them the superior might and vigor of Victorian arms. The Free City of New York exists, and has a large economy, but has been comprehensively disarmed and has an institutional, collective fear of Victorian wrath. Mutually exclusive with "The City That Never Sleeps"

Whistling Past Dixie (-2 CP): In the wake of the Atlanta bombing, the New American Confederation fractured. Parts were subsumed by your old allies, the Texas Rangers and the "Old Southern" Confederacy. Other parts swore revenge after Atlanta and sought to reunite yet again to overthrow the "Old South." Through deft interventions and with a little help from your allies during the 2050s, you broke up this coalition, and it does not present a threat. There is no relevant, organized opposition to Victoria in the region south of New York, east of the Mississippi, and north of the 30th parallel. Barring extreme circumstances, none will arise within roughly the next five years, perhaps longer. Mutually exclusive with "The South Will Rise Again."

Sister Cali (-5 CP): The Pacific War was costly, but in the aftermath Victoria, with aid from its Russian allies, broke the 'New California Republic' to its will. The Russians maintain observation of the NCR's internal affairs, and have prevailed upon California to become a source of assistance to their dear friend, Victoria. The NCR now supplies Victoria with a variety of equipment for its military, including many things that would present major struggles for a Retroculturist state to manufacture domestically. This could be a boon, if such equipment is considered necessary. California has been unable to freely pursue independent military and foreign policy since the Pacific War. You may choose up to three options labeled "High Tech," at costs reduced by 1 CP each.

The City That Never Sleeps (3 CP): At the time of your early expansion, New York City and its immediate surroundings held a population nearly as large as the rest of your territory combined. With heavily built-up territory inhabited by precisely the sort of people likely to be enemies of Victoria and Retroculture, integrating the city into Victoria was never an option. Unfortunately, they have grown no less hostile to your interests over the intervening three decades, and they are still far too strong to easily conquer. The Free City of New York represents a significantly rearmed threat on your southern border, and is adequately prepared to attack at any time if its government senses weakness. Mutually exclusive with "The Apple, Cored." If neither option is taken, New York is largely disarmed but likely to rearm in the neat future.

The South Will Rise Again (3 CP): A reassembled New American Confederation has begun to emerge in the southern United States. They mostly blame Victoria for the Atlanta bombing and the chaotic civil war in their territory. They will be at best unfriendly to Victoria in the future, and totaly unsympathetic to Retroculturism. Mutually exclusive with "Whistling Past Dixie." If neither option is taken, then internecine conflicts in the South are nearing a decisive moment, but can be tipped either way through prompt action.

Best Served Cold (4 CP): In its quest to end the Crazy Years and make North America safe for Retroculture, Victoria made a surprising number of enemies. Those enemies have been laid low for many years, and many of them are safely dead. But not all. Some of them hold bitter, vengeful memories. An old antagonist from the first quest has survived in some form. They have a specific, actionable plan to seek revenge against Victoria. You will not know which of Victoria's old enemies from the first quest will be resurgent until their plans are already in motion. May be taken up to twice. NOT mutually exclusive with any of the above options.
Economic Options

Civil Service (-2 CP): Cursed by many as they were, the old bureaucratic institutions of the United States were what allowed it to function as it did. Bureaucracy, in general, is essential to the functioning of a modern state. Victoria's internal administration is not so minimalist as its founders might have wanted. This gives the civilian government more leverage to gather information, influence the economy, and monitor trends among the population.

Glittering Palaces (-1 CP): As any government-printed textbook will tell you, Retroculture's restrictions on technology have always been voluntary, and intended to strengthen the moral fiber of Victorian society. Surely, among the select few who have proven their worth and righteousness to stand at the head of the state, there is less risk of luxury and comfort bringing corruption? High Tech option. Increased contentment and loyalty among elites of Victorian society, who enjoy truly extravagant lifestyles. Potential for unrest among non-elites, depending on future developments.

Tourist Traps (-1 CP): The old American Northeast includes its share of spectacular scenery. And Victoria has a large, hardworking population, including many who are accustomed to providing dutiful service to their rightful superiors in society's hierarchy. For a certain kind of tourist, this is an attractive combination. Victoria has a surprisingly active tourist industry, bringing in foreign exchange from a select clientele around the world. Though with foreign exchange comes more foreign attention...

The Trains Run On Time (-2 CP): Ever since the days of Rumford and Lind, Victoria has emphasized the railroad. While foreigners may scoff at Victoria's decision to tear down many of the old country's freeways and parking lots, even they cannot deny that its railroads run on precise, orderly schedules, carry ample traffic, and are well supplied with efficient locomotives. Victoria has a complete, comprehensive, and (as far as possible) modernized internal rail network.

Health Care Industry (-3 CP): There is nothing in the precepts of Retroculture that forces Man to accept less than the best medical care available. However, the founding years of Victoria were hard on the medical profession. Between the foreign-born doctors who were expelled, the women doctors who were no longer trusted, and the purging of academic institutions, it was always going to be a hard struggle to maintain even an approximation of the pre-Collapse medical infrastructure. But you did it. High Tech Option. Despite considerable handicaps, Victoria can import or make for yourselves most basic medical supplies, and trains nearly enough doctors and nurses. Coverage is patchy, but the foundations are in place.

Preventative Medicine (-2 CP): Despite limited transportation and logistics, and difficulty in maintaining accurate medical records of the populace (as distinct from the CMC's own files, which are classified), your medical institutions have managed to keep up with changes in the population. The public remains educated on basic health care needs. Your medical infrastructure is surprisingly broad-based, and has a good grasp of the essentials. Knowledge of preventative medicine such as dentistry and good dietary choices is widespread. Your population is 80-90% inoculated against common diseases.

Import/Export Professionals (1 CP): The necessity of trading with the outside world means you cannot seal your borders. Despite your best efforts, corrupting influences like drugs, radios, and portable gaming systems flow into Victoria. An entire class of criminal types has arisen to move these goods. Large-scale smuggling operations cater to your less idealistic citizens' desire for material goods produced outside the Retroculturist sphere of influence. This feeds a crime wave. Can be opposed by internal security actions.

Outbreak (2 CP): Despite all your precautions and efforts to keep your citizenry healthy and pure, disease runs rampant in your territory. You begin play with an active, endemic outbreak of particularly lethal influenza, source unknown.

Population Boom (2 CP): Pro-natal policies have led to a marked increase in birth rates in Victoria over the past fifteen years! This is terrible. Your agricultural sector is struggling to keep up after a series of poor harvests, and you now face the possibility of having your people multiply fruitfully, only to immediately collapse into a massive famine. Food supplies have collapsed under crop shortages and a population boom. Take drastic measures to resolve the situation or face mass die-offs.
Intelligence Options

Christian Marines (-2 CP): John Rumford's original paramilitary organization, which evolved into the early army for the Northern Confederation, was known as the "Christian Marine Corps." While Rumford himself is many years dead, the CMC lives on as an organized body. They uphold the tenets of Rumford and Lind's beliefs with the utmost intensity, and have enforced an iron ideological and religious discipline upon the agents of the state. Furthermore, the CMC works vigilantly to ensure the cooperation of the populace. They are a very powerful institution within Victoria, and have done much to sustain the nation as it now exists. Omake award option, rollover from last quest. -1 CP Cost to all "CMC" options. +1 CP Cost to all "Counter-Doctrine" options. The CMC exists as a powerful ultra-orthodox organization with far-reaching influence in your government and society.

Aid Workers (-2 CP): Victoria proclaims its wealth and generosity to the benighted, less successful polities of post-Collapse America through donations of aid. While you don't always give these aid workers that great a budget- Victoria has its own needs- they reliably funnel back information to their homeland. They also act as a first line of warning and defense, acting to quash many troublemakers who might otherwise stir up hostility against Victoria. Victoria has salted the continent with a spy network camouflaged as aid workers. You begin play with a widely distributed intelligence service in all parts of the continent not controlled by a strong centralized successor state.

Computer Database (-2 CP): While Retroculture holds that the computerization of the American way of life around the turn of the last century was, on the whole, a corrupting and disruptive influence, there are some purposes for which computers do serve a useful purpose. Your intelligence organs have maintained a network of computer mainframes to store dossiers and lists of citizens, making it easier for them to track down foreign or domestic enemies of the state. High Tech Option. Improved internal security and resistance to infiltration.

Inquisitors (-2 CP): Victoria's secret police force is highly experienced and Russian-trained in the use of surveillance equipment and other sophisticated techniques. They are tireless in ferreting out traitors, saboteurs, and secret cultural Marxists, maintaining a network of loyal men throughout the nation. CMC Option. Victoria starts game with increased internal security.

Internal Movement Controls (-2 CP): The spread of the automobile, according to Bill Kraft, was one of the essential evils of technology that destroyed the Old World. People should stay with their communities unless there is a good reason for them to travel. People without such reasons should carefully watched for signs that they are being corrupted by foreign influences, and your internal security forces take pains to do so. CMC Option. Victoria starts the game with increased internal security. Reduced risk of dissident populations fleeing Victorian territory.

Nuke (-5 CP): Many things were lost during the Collapse. Some have been found again. Through some working of influence, you have found something. Some-fucking-how, you have laid hands on a functional B-83 nuclear warhead. Just the warhead. No delivery system included with purchase. This is not a case of Schroedinger's warhead; the nuke exists. If you do not pick it up, the nuke moves on...and finds another master. Be advised that Victorian use of the bomb will cause disastrous results for Victoria's relationship with Russia (its sole ally of note) and may result in conflict with other well-armed powers.

No Secret Police (3 CP): Victoria has no need of expensive networks of agents to infiltrate and ensure the loyalty of its own people. Surely the people will remain stalwart and steadfast behind Retroculture and the Victorian state without being coerced or spied upon. You have recently ensured that your nation's internal security forces act strictly within the confines and technicalities of a legal code. However, the remnants of the secret police force are resentful and experts at infiltrating your population, since they were doing so on behalf of the government not long ago. And you have no realistic way of ensuring that the populace acts to support what would otherwise be unpopular measures. Counter-Doctrine Option. Increased probability of political unrest, factional uprisings, and disaffection from Retroculturist ideals. Mutually exclusive with "Inquisitors" and "Internal Movement Controls."

The Greatest Sin (3 CP): Suspicious deaths abound in government offices. This goes beyond simple informants. Somebody with access to the highest levels of government is or is abetting an assassin in wreaking havoc in your government. Every turn, a random government official will need to make survival rolls until you stop the assassin.
Retroculture Options

-Unity of Church and State (-2 CP): Victoria attributes its success only to God. To preserve its traditional devotion, it has ensured that no subversive false clerics survive, and that no new ones can emerge. Conversely, the unified Christian Church has firmly endorsed the state's leadership and routinely assists the secular authorities in their undertakings. CMC Option. Reduced DC for a variety of internal security, political, and economic actions, due to the church acting as a parallel, secondary conduit for ensuring that government objectives are 'pushed' down to the population at large.

Selective Memory (-2 CP): Victoria's education system and public information mechanisms are highly effective at casting past events in the proper light. The foundation of the nation and its wars across the North American continent were not so long ago as all that. But there has been plenty of time to make sure a narrative conducive to the dignity of the state spreads among its people. CMC Option. A variety of Victoria's less... impressive... moments have been quietly swept under the memory hole. The young generation has little if any knowledge of them, and the older generation has been convinced to understand events as best serves Victoria. Increased control over public opinion.

Xenophobia (0 CP): Every Victorian will tell you that Retroculture is the best way for men to live, and that Victoria exists to nurture the bravest, purest, noblest breed of human being that walks the Earth. Foreigners, with their corrupt ways, are inherently untrustworthy in the extreme. Victorian suspicion of, and contempt for, foreigners is heightened. Increased resistance to foreign influence of all kinds, including the appeal of outside technology. Decreased diplomatic effectiveness.

Newfangled Auto-Mobiles (2 CP): Short-ranged electric battery vehicles are allowed in Victoria. That is all, for purposes of self-propelled road-mobile travel. Any talk of allowing internal combustion engined cars or trucks for any non-military purpose has been thoroughly quashed; once the population gets a taste of that decadently easy travel, all is lost. Mutually exclusive with "They Also Serve..." The Victorian population as a whole is very unfamiliar with trucks and cars, even more so than would otherwise be the case. Internal transportation hampered.

Retroindustry (3 CP): Mid-20th century industry was simple, reliable, robust. Men knew how to operate their technology, without computerized widgets controlling things and depriving them of the opportunity for honest, soul-improving labor. No more is needed. Victoria's manufacturing base has been deliberately rebuilt along lower-tech lines, beyond the natural consequences of Retroculture and the purging of academic institutions. Increased difficulty manufacturing certain high-tech equipment.

Retroweaponry (3 CP): Gadgets and gizmos do not make a fighting man. Valor, faith, and dedication make a fighting man. The emasculating influence of high-tech equipment on combat during the World Wars and later decades was the result of tragic misunderstandings of the true nature of armed conflict. This influence did much to pervert the Old World as it once was. You will have none of it. Mutually exclusive with "Green Water Navy," "The Rockets Are Ready," and "Soaring Eagles." The bulk of your military disdains all weaponry that cannot feasibly be manufactured and maintained using pre-1930 equipment, and nearly all weaponry that wasn't invented before 1930.

Retromedicine (3 CP): What matters in life is a man's relationship to God and the state. The old country's obsession with expensive medicines merely coddled weakness and encouraged a culture of unfitness. A pure and clean people need little of such things! Besides, most of the doctors around when Victoria was founded were women and foreigners anyway. Mutually exclusive with "Health Care Industry" and "Preventative Medicine." Your medical establishment is limited to pre-WWII standards of care, plus occasional shipments of foreign supplies and foreign-trained doctors.


...
...

Winning vote:

[] Plan Christian Marines
-[] Paladins x3 (-3 with CMC)
-[] Soaring Eagles (-1 with High Tech)
-[] New World Doctrine (+4)
-[] The Apple, Cored (-2)
-[] Whistling Past Dixie (-2)
-[] Sister Cali (-5, enables High Tech)
-[] Best Served Cold x2 (+8)
-[] Tourist Traps (-1)
-[] Health Care Industry (-2 with High Tech)
-[] Preventative Medicine (-1 with High Tech)
-[] Christian Marines (-2)
-[] Aid Workers (-2)
-[] Inquisitors (-1 with CMC)
-[] Internal Movement Controls (-1 with CMC)
-[] Unity of Church and State (-1 with CMC)
-[] Selective Memory (-1 with CMC)
-[] Retroindustry (+3)
This is a gift...A Gift that keeps on Giving...this quest is a GIFT!!

I have IDEAS!!
 
Okay, who the hell in the negaverse thought this was a good idea? Especially considering Sister Cali- an ex-antagonist- is providing the Vicks with equipment?

Well, it worked out in our favor, that's for sure.
Better the devil you know...

By picking old enemies, we will face people whose weaknesses we already know, and victory is thus assured. Especially if we ensure that we maintain our doctrine.
 
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Blades From a Better Age: A Victoria Falls Mercenary Negaverse

Mercenary:A Professional Soldier in a Forgien Army.

The Fall of Pax Americana was expected, the American Empire at long last fell to external and internal circumstances and the Trecerty of Russia and the Arrogance of our leaders. The People rallied around madness in the name of security.

Victoria...the name of the monsters...in another lifetime you might have fought against it...in a lifetime that flickered away.

I have made you...in my image passed down knowledge and teachings. I only tell you stories of the Old Days to tell you what we have lost.

For the last Several Decades...I have done my duty to take care of you all, and I have done all I can...for all of you...Everything I have taught you, it can't have been for nothing...Can it.

But we have seen much together..doing our jobs...embracing violence as a Way of life...It is all we have left.

Forget the Dreams of Heroes It's Kill or Be Killed. And I intend on making sure this Company survives the end of the World if need be.

DON'T BE A HERO...the worlds broken, you can't save anyone. WE DON'T HAVE A FUTURE!!-The Founder of the Company.

"I'm going to tell you that are wrong old man…We're just soldiers just like you said.But we have hopes for the future too."

"Be sure that in your struggle to save the World...you don't destroy what is left of it."


----------------------------------------------------------

What is the Name of the Company?:

[]Write in

What Nation is your Patron:

[]Poland: Poland is beautiful...a nation that has given everything for a chance at the future free from Russia. The Third Republic was many things, smart, quick on its feet and UTTERLY exhausted. It has given everything against Russian power and hegemony...it was enough. For there is a dream of a people not yet LOST against the embers of time, no matter how hard the world tries to remove them from this earth.

[]Russia:Your blade and company was forged for the Tsar...the same tsar that ended the world as we know it, everyone fears the army of the Tsar...even those who fight for money, you are the winning side after all. Now with the Tsars attention elsewhere, you are allowed to forge your own destiny in the Shadow of the Giant.

[]England: You still remember the Second Blitz...and the race Riots and the Economic collapse, god you even remember the civil war. When the Company formed...most of the soldiers who joined wanted to just have a roof over their head. Now you were here in a deployment contract far away from anything important. A simple existance but an existence nonetheless.

[]China:The Famine and the Warlords killed so many...you remember the fighting in the Unification War...we lost so many people in that war...China is whole again thanks to your efforts and the efforts of your Teacher...it is a heavy burden but a burden you gladly bear.

[]Australia/New Zealand:Your first memories of the world were hot rocks, bushfires and the dreamlike atmosphere of the world, a dangerous world. But one you were fit to live in.

[]The New California Republic: You remember the stories of the Old World...a legacy that was taken from you before you were even born. You take back your legacy...you will take back your home.

[]Brazil: Shit...the Amazon isn't on fire anymore, and the bombings have stopped, you just finished murdering those Victorian aid workerswith machetes and feeding them to the dogs...alright CONTRACT COMPLEATE LETS EXPAND OUR HORIZONS!! YES!!

[-]The Free City of New York: They don't want to take the risk...while they could
(Option unavailable due to political issues.)

Who is the Current Commander of the Company?:

[][COMMANDER]The Opportunist:You were once an officer in the Army of Russia, and choosing this profession suited you better for one reason, it let you fight, spill blood and kill your enemies no matter who they were!! War is a business. And intend on making a profit cleaning up the pyre of wars across the globe. Death Bloodshed and war crimes it's all the same to you. So what if you gassed a few thousand people and made the rest watch...you were just following orders damnit the RUSSIAN ARMY WOULD HAVE KILLED YOU!! IT'S NOT YOUR FAULT!!

  • The Company Commander is Ex- Lieutenant Commander Vasily Federov, Age: 45, (Born May 5th 2030)
  • Starts with the Unique Leadership Trait:The Bear's Finest: You are one of the best equipped companies on earth, you can haggle high equipment and the best ammo with ease.. With low prices. (He is a good all around commander, businessman and soldier, one of the finest soldiers on earth. You start with Excess equipment from the last war.)
  • Start with Drawback: The Scapegoat: You didn't know those tear gas canisters were filled with nerve gas...WHY WOULD YOUR TSAR MAKE A LOYAL MAN A WAR CRIMINAL!! (You are blamed for one of RUSSIA's War Crimes and you will have to clear your name, many of the big guy's won't hire you and Russia can on a whim kill you all, hope you have good detectives in your ranks.)
  • If not Chosen, He is currently living in isolation in Siberia alone.
  • The Company is Middling (4,000+ )
  • The Company has Veteran infantry and armored vehicles.


[][COMMANDER] The Defector from Darkness: You were raised to believe that Victoria was the greatest nation on earth and that everything we've done was to better ourselves and the people across the world. What an amazing lie that was!! THE WORLD HATES US AND I AM HATED FOR BEING BORN IN THIS SHITHOLE OF A COUNTRY!! No more!! You will forge your own future, you not bare the sins of your last name!!

  • The Company commander is Ex Victorian Major Jonathan Rumford the Third, Age: 35 (Born August 23rd 2040 AD)
  • Starts with Unique Leadership Trait: The Dedicated Rebel:John dispite being an officer due to nepotism is perhapse one of the better "Irregualar" (Read:Terrorism tactics and small unit counter terrorism) officers currently in the company. He is not well versed in modern warfare and has to learn about the real world...even after ten years outside of his nation. (Permanent +20 to all rolls related to terror tactics, squad based combat and decentralized warfare with ACP's, artillery and tanks, You have a list of Victorian "Aid" workers and )
  • He has the Following Drawback: The Apostate from Hell: John Rumford is a Victorian, He is a Victorian from the upper echelons of their society, He is a victorian descended from the man who killed America...that earns him ZERO friends in the outside world he didn't even know exist once upon a time. (Company fame goes down 1 rank for having a Victorian commander, You have a -10 to learning modern warfare due to ideological brainwashing.)
  • If not taken as commander, John is currently attempting to defect due to the Civil War in Victoria.
  • The Company is Tiny (2,000 men strong)
  • The Company specializes in Terror.

[][COMMANDER] The Knight in Bitter Armor:You are the generation that does not remember how the end of an age started...only that you battled the darkness and the darkness won. And yet here you stand...still alive and ready to fight. TOUR AND PREPARE YOURSELVES!! WAR IS UPON US AND WE WILL LEAD THE CHARGE!

  • The Company Commander is Captain Reinhard Lay, Age: 33, (Born June 5th 2042)
  • Start with Unique Leadership Trait: Knight of the Modern Age: You are a god of mechanized armor and Infantry, a modern knight in all but name. (Start with Veteran Mechanized infantry, tanks and ACP's, +20 to all mechanized assault rolls you are in personal command of. )
  • Start With Drawback: Sudden and Inevitable betrayal: You were hired by Russia to handle a problem in Syria, the pay was good, the Job simple , you should have known better, the whole job was just an excuse to try to murder you all, figures. And they didn't even pay you!! (Start game in a pitched battle with A Syrian Warlord's army, the border is close but you got to huff it to Israel. It was a trap by the Russian backed warlords...figures.)
  • If Not taken as Commander, He is a Tank Commander in the German Army.
  • The Company is MASSIVE (20,000 + Men)
  • The Company has Advanced Mechanized infantry and 24 tanks.

[][COMMANDER]The Legacy: The Two of you were pulled out of some godforsaken war zone decades ago. You grew up fighting...it was all you had, the next battle, the next war, the next situation, its safe to say the both of you were raised for war and bloodshed, but you had each other and the Founder's teachings. And you would find a legacy to fight for and claim victory for your future.

  • The Company Commanders are twins Ada and Richard Hope, Age 27, (Born 31st October 2048)
  • They start with Unique Leadership Trait: Children of War: The Two of them have been raised with the purpose of knowing all forms of Modern War...from cyberwarfare to straight up slugging matches. Everything that can be learned about war, has been learned in the 25 years of preparation and training. (Start with a +20 to all rolls related to war and fighting. -20 to all contract negotiations, money handling and negotiations with military leaders).
  • Start with Drawback: The Bear Hunts the Revivalist soldiers: Dad...was a war hero, from the old American Wars, and someone who spent the last 50 years being a threat to their hegemony in a veriaty of diffrent ways, from terrorism, to being an officer, to raising you two. (As you are well versed in True Modern War, have some resources to wage war and are American, Russia has a vested interest in killing you due to your actions bringing stability to the world they left in chaos. Roll for Spetsnaz Kill teams every three turns.)
  • If Not Chosen, They are Hero units running around somewhere in the world, I'm sure someone will adopt them into their military structure, Last I heard, they were running around the Mississippi River looking for pizza for their men.
  • The Company is Abysmal (500 Men).
  • The Company has complete freedom to choose equipment and specialization.


Tag me with your Negaverse comments.

Enjoy.

Also Its just something for fun that just came to me.

Cyberjensen said:
So...quite a selection we have, a Bitter Russian Officer, A Victorian that is trying his best to be Zuko and leaving his old life behind, The Mercenary Equivilent to the Devils Bragade led by a Tank GOD and the closest mankind will get to a realistic Big Boss. All of these are good!!

Have Fun!!
 
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Okay, who the hell in the negaverse thought this was a good idea? Especially considering Sister Cali- an ex-antagonist- is providing the Vicks with equipment?

Well, it worked out in our favor, that's for sure.
A few very persuasive posters took for granted that the "Best Served Cold" antagonists would NOT be any of the polities they'd explicitly neutered by choosing the diplomatic bonuses.

BrilliantBaklava, being a @PoptartProdigy analogue, did not see fit to disabuse them of this notion.

Besides, realistically, even if they hadn't picked "Best Served Cold," California would still have eventually taken steps to fuck them over, they'd just have taken longer to get around to it and be doing it by different means.
 
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Hm, so I assume we and Florida are the two Maluses in this Negaverse.
Sort of.

"Best Served Cold" #1 is Ron Burns and the work he did to ensure that Chicago would be up to the task of chewing up the Victorian Army (granting Chicago the "Old World Soldiers," "Old World Equipment," and "Professionals Study Logistics" bonuses). The voter base was, to put it mildly, not expecting that.

"Best Served Cold" #2 is the New California Republic, which would have been fucking them over even harder if they hadn't also taken the "Sister Cali" option.

Florida, in the negaverse, is just doing its own Florida Man thing. That doesn't mean they won't try to fuck over Victoria, but they're not specifically being handed the tools to do it hard and early in the quest, which is what the malus signifies.
 
I think it's us and Cali, actually. Miami as a polity is one of the bonuses they picked, since otherwise they would have had a significantly larger polity that had coalesced out of the wreckage of the New American Confederacy.
The city-state of Miami might, or might not, be part of the New New American Confederacy.

If the Simonized negaverse Victoria had picked no diplomatic bonuses or maluses, then they would have faced on the North American continent:

1) A Free City of New York that was not disarmed and fearful, and that was actively in the process of using its wealth to procure weaponry with which to make an offensive into Victorian territory viable.

2) An American South that was in the process of recoalescing, possibly including Miami. At game start, nigh-immediate diplomatic or military attention would be required to stop it from becoming a serious threat.

3) A New California Republic that was independent, nuclear-armed, and dominant throughout most of the American West. Very likely to start arming enemies of Victoria east of the Mississippi once they got around to it after completing their own defense buildup, and there would be virtually nothing to stop them doing so.

4) A Chicagoland united under one of two leader/governments almost calculated to exploit Victorian expectations:

4a) Audrey Jameson's Commonwealth of Free Cities. Preoccupied with resolving "Hostile Neighborhood" as a more serious obstacle than in our quest, but also very effective at espionage and infiltration, and at coalition-building with people who aren't scared of her. Easily underestimated at game start, but likely to get exponentially stronger over time. Best strategy, stop her now while you still can- but that's the same strategy you'd need to pursue with (1) and (2), so resources are an issue.

4b) Richard Daley's mercantile city-state. This would set Chicago up to be Yet Another Pushover Enemy with an easily parodied government, only Daley proves to be disturbingly cunning. Slipperier than a snake covered in grease, viciously effective at making fighting retreats and urban warfare, resourceful at setting up complications in the Victorians' rear areas, and very very good at exploiting how strung-out the Victorian supply lines would have become trying to run their equipment all the way around Michigan. Less growth potential in the short to medium term, and looks vulnerable, but makes you regret trying to attack him for a long time. Best strategy, leave him the fuck alone even though he looks vulnerable.

All these threats would have been ticking bombs, and Victoria's early game would have involved a frantic race to disarm them.

As it stands, they've largely neutralized threats (1) and (2), at least for 10-15 turns after game start... in exchange for making (3) try to actively screw them over in their attempt to deal with a considerably roided-up (4) under Burns and Johnson. Which is appropriate, given that they traded 8 CP of maluses for 9 CP of bonuses.



The Victorian Civil War, as it has played out, is basically the negaverse players' own fault. First, they took so many CMC options that the continued stability of their government was permanently contingent on keeping the double-plus super fanatics appeased.

Then they declared war on Detroit as a kneejerk reaction, laying only minimal groundwork in the form of securing Toledo's cooperation as a forward base.

And then they managed to plan an invasion of Detroit that:

1) Did not gather intelligence on the military capabilities of Chicago beyond "they has coal-fired gunboats and some planes" and "they can field about three divisions plus militias," and thus underestimated what Chicago could do to help defend Detroit.
2) Did not allow for the risk that Chicago would use its gunboat fleet (which the Victorians knew about) offensively.
3) Did not promptly address the gunboats' unexpected ability to survive airstrikes, revealed after the Buffalo Raid.
4) Did not make a serious effort to find alternate approaches into our territory, to cut off Detroit, or to subvert effectively before attacking, relying almost entirely on pure military mass to crush our defenses in a single region through attacks against an enemy who knew they were coming and had time to dig in. Did not, in short, use any of the things their Fourth Generation Warfare doctrine is actually goodish at.

5) Did divide their forces in the face of the enemy, in a manner that would make them vulnerable to being cut off by the gunboats.
6) Did throw away 'good money after bad' by pressing inland after the Leamington Landings.
7) Did do the same again, by even bothering to launch the southern prong of the offensive, after the eastern prong had already been effectively neutralized as a credible diversionary attack due to the casualties and depletion of supplies they suffered at Essex.

The ensuing military disaster then completely destabilized the Victorian government, because the CMC freaked the fuck out in multiple opposite directions at the same time. And because having taken FIVE CMC options, the players had given the CMC overwhelming power within the state. So much power that it was entirely possible for Victoria to fight a civil war that involved, in effect, one half of the CMC trying to destroy the other half while using the civilian government as a proxy.

On the good side, folks, I have an interview tomorrow! Looking promising! :D
GOOD LUCK POPTART!
 
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Relevant.
It doesn't help that disabled means they aren't able to advocate for themselves, which means the kind healthcare workers have to put in more hours to fight for them.
Yeah.
Takes different forms in different countries, but it's more or less a plank of healthcare delivery.
Worse in the developing world, of course.
I don't even want to talk about the doctors who fucking track medical results from home now. Ever had a 12am call from a doctor asking why their ordered test wasn't done at 8 or a WEEKEND call when they're not rostered on to order something done based on morning test results ?
I'll do you one better.

Two senior registrars. One junior registrar. Two house officers.
Covering patients across six wards, ICU, ER, outpatient clinic, routine and emergency surgery. AND out-department consults.
In an unnamed teaching hospital's neurosurgery department in the developing world.

And they'd have the attending/consultant call in at odd hours of the day to review a bunch of patients.
Weekend? What weekend? The increasing penetration of cellphones just made it worse.

Their staffing issues have improved since my last visit, or so I hear.
But that shit was....brrrr.
Very nice.
Retroindustry was particularly hilarious.
You know me so well. :rofl:
I'll rule on omakes tonight or tomorrow; I'm at work at the moment.
On the good side, folks, I have an interview tomorrow! Looking promising! :D
Good luck.
 
I've been listening to old Civil War music and some of it made me think of this quest since it's basically the same themes of freedom, restoring the Union, etc.

Some good ones:







 
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Very nice.
Retroindustry was particularly hilarious.
The playerbase was convinced that they could import what they needed or uptech if necessary. They were also underestimating the strategic importance of high tech equipment, due to

1) Taking as given that none of their enemies in North America would have any high tech equipment of their own, except for the NCR which they were thinking of as a pinata they could beat on to make supplies fall out, aaand...

2) A bunch of runaway fetishization of stuff like M1 STRONK M16 WEAK and A-10 STRONK F-35 WEAK.

And you know, they could totally deal with the Retroindustry malus and its bad consequences... IF the diplomatic situation weren't on fire because of Victoria laying waste to pretty much the entire continent with foreign assistance in the previous quest.
 
2) A bunch of runaway fetishization of stuff
At this point I think some of the guys in Victoria just want to leave and retire quietly and NOT get killed by the other people they've antagonized. Because...there is fetization because its true but then there is just violation of common sense. Victoria is the latter not the former.
To be fair... with the proper equipment and maintinance today the service life of an A-10 is up to 2040. I understand of the A-10 is not ones cup of tea but when comparing its service record. I can see where the madness comes from.
It served in Granada in 1983, The First Gulf War, The bombings in Yugoslavia and the NATO intervention in Yugoslavia, The Invasion of Afganastan, The Invasion of Iraq and the Bombings against the Islamic state.. That feeling of A-10 STRONG is found from a mostly favorable service record over 40 years, A record well earned given the reviews and praise from the pilots and soldiers. The Fetization comes from the OVER relance on the A-10 in a situation it was not made to handle. And poor logistical, training and idiological systems hold back the true potential in the Victorian Military.
Now thats just because it has limited field expirience at the time, its stealth systems alone make it a valid and powerful threat in the right situation.

Though all of them fail to see the TRUE beast of the sky the SR-71 BLACKBIRD!!

I hope we can make and SR-71 Blackbird.
 
An assumption that most of the voter base is working off of is if the New California Republic successfully breaks away from Russian control, then they will be hostile to Russia and friendly to us. A few worry that the NCR might turn hostile toward in the future but everybody still assumes that an independent NCR would be hostile to Russia. But could an independent NCR voluntarily align itself with Russia after independence?

I was inspired to ask this by a new TNO update. In The New Order mod, England starts under a Nazi controlled collaborator government. While the pro-Queen Elizabeth royalists and the British socialist movement plot open rebellion under the Free England banner, the collaborationist government can fall under the influence of a pro-democratic reformer movement that quietly plots the removal of the German strings on the collaborationist government. Once the reformers remove the German strings, they can align England with the USA and its alliance which is the obvious choice or rejoin the Nazi Unity Pact alliance as an equal or close to an equal as you can get in an alliance with fascists. Why would an independent democratic England ever voluntarily align with a Nazi Germany that brutalized it not too long ago? Well, the Nazis are strong and scary neighbors who might reinvade England and America is far away. Aligning with the Nazis is the safe and pragmatic realpolitik option.

If the NCR successfully breaks away from Russian control, it would need allies in this dangerous world to survive. The obvious options for California would be American revivalist states like CFC, the Republic of China, or the European Union. The revivalist states like us are close by but they are all weaker and less advanced than the NCR. The Republic of China is a democratic great power hostile with Russia's alliance with ideals directly inspired by old American ideals. But China is far away and hemmed in by an alliance of hostile states including India and Japan. The European Union is a collection of democratic European states who were America's traditional allies. But Europe is far away and California is on the wrong coast to receive timely help with the Panama canal under Russian control. Help from China or Europe would be limited by these factors. So what about Russia? Russia is the reigning superpower and the scary close by neighbor. California and Russia have pre-existing economic ties. Rejoining the Russian alliance would ward off extreme punishment from Russia and attacks from Victoria or Japan's West Coast colonies. An willing allied NCR would be a far more capable ally in North America for Russia than the Victorians could be. A Russian alignment could be the pragmatic option for an independent NCR. There is historical precedent for a liberal democratic state allying with the nearby fascist power over more far away more ideologically similar states (Finland during WW2) and plenty of newly independent states have aligned themselves with their former masters even after hard won independence wars.


The counterpoint is while states very often make distasteful decisions on ice cold realpolitik, it is not the only thing that moves states and leaders to do things on the international stage. The people and leadership of the NCR might find the thought of rejoining the Russian alliance and playing second fiddle too distasteful to even consider after the effort to break away or what the Russians have done to them even if it might be the pragmatic thing to do.

What are your thoughts on the issue? Assumptions taken for granted in real life and Poptart quests can be dangerous.
 
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