It is essentially the same premise as After the Fall, but in another setting. Some questions answered after the opening posts.
Yours is a proud nation. Your people hail from the northern forests - in these dark and forgotten places, you have made history, rising to prominence in the time of the Great Migration ages ago to dismantle the old Regian Empire and forge those of your own.
They were not to last. As feudal lords strengthened their grip, so did the kings loosen theirs. For centuries, you engaged in internecine wars amongst yourselves while the powers of Arqa and the Far East dominated the globe. It was not until the previous century, hundreds of years later, that your nation restored its unity as the new empire of Londo.
You tried to claim your place in the sun, obtaining colonies and engaging in conflicts around the world, but when it all culminated in the First Great War, you were defeated, your glorious empire dismantled in favour of a corrupt, defunct republic.
But this was not the end, not yet. An ambitious man, Herman Hertz, rose to power in the beginning of the 1930's to revive the nation. His National Socialist party brought restoration and order in a short time - at the cost of freedoms, some would say... The old faith, thrown away ages ago in favour of Sol, the Sun God, was revived, and many soon became adherents of Rezel, the old gods.
The failures of your previous leaders were blamed on the treacherous Magach - those greedy bankers and businessmen gathering all the wealth for their own perverse pleasure. Whether this was true or not, it was the enemy you needed to band back together.
Once again, your nation rose to prominence, and with the new Regians and Tremon on your side, tried to claim enough land for all your people to live safely and prosper.
But the Acorians, Albians and Ercolians once again claimed victory over you, now joined by the Morzet, those eastern barbarians with no true claim to their land.
It is 1945 now, and with Londo on the brink of defeat once again, you have been chosen by Herman Hertz, the Fuhrer himself, to lead one of the groups meant to hide in the remote reaches of the world, research new technologies - Wunderwaffen of power yet unseen - and strike once again when the time is right, claiming your place in the sun at last.
You have served your country well both in the time of the Empire and under the Fuhrer's command. However, you are getting old now, and even with your belief in the Cause, you know more than anyone when risks are to be taken and when they should be avoided.
Still, you will do your best in this final service to the nation of Lond.
What is your name?
>Write-in (something German-sounding is preferable)
(1/4)
PRESETS FOR THIS QUEST:
Player Character:
[x] Pragmatic
Leaders and history:
[x] Strange - a world not unlike our own, but still different... what will the future bring? No one knows.
Science:
[x] Mad - writers of science fiction never could have imagined you would create their fantasies in reality (so soon, at least), but here you are.
Magic:
[x] Yes, minor - some magic exists, but it is not widely known.
ACTUAL CHOICES:
Location:
>Verne - a South Acorian country with sympathetic leaders.
>Veda - the jungles are great for cover, and there are some natives here to exploit.
>Antarctica - desolate ice. Not much in terms of resources, at least until you get under the ice cap, but good luck getting to you with any sizeable force.
>The Moon - Antarctica still to populated for you? Here, you won't have to worry about that. Although... how do we get down, again?..
>Write-in (consult the maps and questions for details)
Starting assets (pick 2):
>Zeppelins - 2 armoured Zeppelins. Their age is past, and functionally they've been replaced by planes, but perhaps you will find a use for them?
>Panzer - 4 Panzer IV and 2 Tiger I tanks, along with crews and a commander that has seen a good bit of action.
>Battlecruiser - faster than a Battleship, but less armoured. Good raider. It lacks ammo for the guns though.
>Battalion - young, but eager Lond soldiers, indoctrinated and ready to serve the Cause.
>Company - fewer, but veteran soldiers. What they lack in vigour, they make up for in experience and loyalty.
>Pilots - pilots without planes... with some inventiveness, a use can be found for these.
>Occultists - two dozen men in dark robes. They look out of place in this day and age, but they're the best the secret Vertei Society could muster - allegedly.
You also start with
[x] Scientists
for free. The plan wouldn't work without them, after all.
Is the world a hopeful or pessimistic place?:
>Hopeful
>Pessimistic
(2/4)
QUESTIONS
>Why the fuck would you make an alternate world when you could use our own?
This is a way to write off my subpar knowledge of history, especially Cold War history, and a way to insert some corrections to our timeline that will provide for a more interesting world (in my opinion).
>Are there fantasy races / dnd magic / etc?
No, it is essentially the same world structure as we know it (occultism is not widely known to be successful).
>Ok, what are the differences?
I will try to make it short. (looking back from the end, I couldn't) The world is not that well thought-out but here they are:
The main ones are that the Roman Empire (Regia) never fell fully, retaining power on the island that was its homeland. It still degenerated a bit and fell into decline due to the loss of many territories on the continent.
Also generally speaking, naval power is more important in Arqan-Euno (Middle East-Europe) conflicts due to the sea separating them harshly. Aldasim (Anatolia) was as much a naval empire as it was a land one. Same for many of the empires of ages past. Also there was no islam analogue, the local nations like Uran and Katrakzan still retain Fire and Water (Zoroastrian) faith.
Another difference is that Morzets (Russians) are invader peoples from beyond the mountains, they were not always here. Their appearance is essentially what caused the Great Migration triggering the collapse of Regia. There are mostly no migratory steppe hordes as there were in our timeline. Also there never was a communist revolution so it is still a monarchy there.
The land between Xia and Bharma - Osta, is somewhat an odd thing, being a place where for most of history there were some dirt-poor rice farmers that should have been invaded for their spices and metals, but somehow retained their independence through periodically banding together in coalitions to defend themselves. They are still nationalists in this age though, not united, and fairly backwards.
Tremona and Latica are additions without a particular inspiration from our history. They squabbled for a good amount of time between themselves and are somewhat of a white crow among Euno countries due to their retention of old faith (not the same ones that the Lond have).
Gris is Occitania with an infusion of remnant Regian culture.
The rest are basically the same, you can mostly guess what they are by their placement.
Also the world is generally warmer and closer to tropics, schizo climate is due to QM fiat (and some oceanic streams I guess).
(3/4)
>How long will the quest be? How fast are the updates going to roll out?
It is meant to be a oneshot with most of the research required to make a comeback getting done, some random history of the world descriptions like the og quest, and the initial stage of the RESURGENCE.
I plan to update daily, or once in 2 days, or twice a day, but we'll see how it'll pan out, a prospect of work for my NEET ass has shown up so it may sap my energy. I intend to run this to at least the end of the thread though and make an epilogue of some sort or pave the way for someone to continue if anyone will want to pick up the torch. Basically I just want to write a lot and do something different from my main quest for a month or two.
>Another question?
Ask and I'll answer.
Oh also here's the link to the og After the Fall quest that I stole the premise from: https://suptg.thisisnotatrueending.com/qstarchive/2023/5569167/
MAPS
OP is just a fragment, first is height map, second is climate, third cities + rivers, fourth political before the war. Political after the war will come later. You may notice how there are few islands. There are many smaller ones, they're simply not depicted on the map itself. It's just that the thought of adding them appeared too late as I was finishing up all the maps and writing down the rough history, so I ended up not adding them at that point.
(4/4)
Ok that's the last one, hopefully the text wall doesn't scare off anons.
>>6249516>Veda - the jungles are great for cover, and there are some natives here to exploit.>Zeppelins - 2 armoured Zeppelins. Their age is past, and functionally they've been replaced by planes, but perhaps you will find a use for them?>HopefulArnold Schmidt
>>6249515 (OP)>Write-in (something German-sounding is preferable)Ada Meier.
>>6249516>The Moon - Antarctica still to populated for you? Here, you won't have to worry about that. Although... how do we get down, again?..>Occultists - two dozen men in dark robes. They look out of place in this day and age, but they're the best the secret Vertei Society could muster - allegedly.>Company - fewer, but veteran soldiers. What they lack in vigour, they make up for in experience and loyalty.>Hopeful
>>6249538Anon, please note you can pick 2 assets. The 2 Zeppelins option counts as one asset.
>>6249551>AdaDidn't expect a female mc, but why the hell not, if other anons support it I'll roll with it.
>>6249538Whoops, I'll add.
>Battalion - young, but eager Lond soldiers, indoctrinated and ready to serve the Cause.
>>6249538>>6249668Supporting this anon
>>6249516>Schwanz>Antarctica>Battlecruiser - faster than a Battleship, but less armoured. Good raider. It lacks ammo for the guns though.>Zeppelins - 2 armoured Zeppelins. Their age is past, and functionally they've been replaced by planes, but perhaps you will find a use for them?>PessimisticNaval and Airpower is all we need in antarctica
>>6249538>>6249551>>6249668>>6249735>>6249975Ok, it seems
>Arnold Schmidt>Veda>Zeppelins>Battalion>Hopefulhave won with 2 votes for them.
Expected more votes on the opening post, but w/e, it's what I get for a lengthy opening and commentary.
Calling it and writing now.
It is raining heavily and the weather is hot.
Even with the base adapted to the heat and rain of the tropics, with innovative air conditioning architecture and a lot of it being underground, even with the uniforms suited for this climate, it is still hot.
You arrived here a week ago. The first days have been hectic: activating the labs, calibrating equipment, docking and servicing the Zeppelins, and finally just unpacking supplies and rations. But now you can finally relax a bit in your office.
It is impressive how big this base is. Labs, farms, barracks, maintenance rooms. Even an underground hangar for the Zeppelins! It's got just about everything, except loads of resources, but you'll probably find a solution to that soon.
The vehicles and men the Fuhrer provided you with are few as well, but you'll make do. The youths are a powerful workforce which you can shape into just about anything, and the Zeppelins must be Wunderwaffen to the rice farmers here. You'll just have to show them what that word really means.
You still remember the fire in the Fuhrer's eyes when he told you:
"We will achieve Endsieg. Not now. But it is inevitable. You can be sure of it."
Before you stepped through the portal which you didn't consider possible even with the most modern of technologies.
You'll just have to surpass it.
A knock on the door.
"Yes?"
The door opens, and a boy steps in, saluting you.
"Herr Oberst, the scientists report that the labs and library are ready. They await orders on research."
"I will be there. Dismissed."
You remain in your office for just a bit longer. You've got a lot of work to be done.
Pick 3 things for your Battalion of youths to do:
>Drill them
>Education (critical thinking)
>Education (science)
>Prospect for resources (highlands)
>Prospect for resources (jungle)
>Raid natives for slaves
>Write-in
Pick 2 things for your scientists to research:
>Genetic modification
>Better explosives
>Thinking machines
>Combat drugs
>Masking tech for base and farm concealment
>Hydroponics
>Manufacturing methods (optimisation of resource usage)
>Write-in
Pick 2 things for your Zeppelins to do:
>Modify Zeppelins (better armament) *uses limited supply of metals
>Modify Zeppelins (better mobility) *uses limited supply of metals
>Intimidate natives into helping you
>Raid local woodcutting camps for wood
>Scout the area
>Intercept planes and loot wrecks
>Write-in
(1/2)
Pick 1 Wunderwaffen option as your goal:
>Super-Soldaten - with innovative genetic techniques, combat drugs, better weapons and cybernetic augmentation, you can make soldiers that can take a hundred - no, a THOUSAND of regular ones singlehandedly. True Super-Soldaten.
>Eisen-Mensch - delving deeper into thinking machines and robotics, you can create robots that behave and look like humans. No more will your soldiers need to die on the frontline. Send in robotic men - they'll do all the fighting for you!
>Stahl-Titan - instead of human-sized robots, why not make them big? Very, VERY big!
>Fliegende-Festung - one of the most massive Acorian bombers is called "Flying Fortress". You will best them in engineering and create TRUE flying fortresses. Hangars, armament and heavy armour - all coasting through the air, able to go anywhere you tell them and rain destruction upon your enemies.
>Write-in
>>6250017>>6250018Pick 3 things for your Battalion of youths to do:
>Drill them>Education (critical thinking)>Raid natives for slavesPick 2 things for your scientists to research:
>Genetic modification>Better explosivesPick 2 things for your Zeppelins to do:
>Intimidate natives into helping you>Scout the area>Super-Soldaten - with innovative genetic techniques, combat drugs, better weapons and cybernetic augmentation, you can make soldiers that can take a hundred - no, a THOUSAND of regular ones singlehandedly. True Super-Soldaten.
>>6250017>Drill them>Prospect for resources (highlands)>Prospect for resources (jungle)>Hydroponics>Manufacturing methods (optimisation of resource usage)>Modify Zeppelins (better armament) *uses limited supply of metals>Modify Zeppelins (better mobility) *uses limited supply of metals>>6250018>Eisen-Mensch - delving deeper into thinking machines and robotics, you can create robots that behave and look like humans. No more will your soldiers need to die on the frontline. Send in robotic men - they'll do all the fighting for you!
Had a post that didn't go through last night that wanted us to live underground.... Not that it mattered
>>6250017>Drill them>Education (critical thinking)>Write-inRecruit Super Saiyan women.
>Hydroponics>Manufacturing methods (optimisation of resource usage)>Scout the area>Intercept planes and loot wrecks>Super-Soldaten - with innovative genetic techniques, combat drugs, better weapons and cybernetic augmentation, you can make soldiers that can take a hundred - no, a THOUSAND of regular ones singlehandedly. True Super-Soldaten.We need ubermen to pilpt uber machines!
>>6250029>>6250038>>6250067>>6250310Anon I am not sure what you mean by Super Saiyan women.
Anyway, calling the vote now, these options seem to have won
>>6250029with 3 votes. (the last one coming in as I was writing this post! I thought I'd have to roll for some research options)
So for your Battalion:
>Drill them>Education (critical thinking)>Raid natives for slavesScientists:
>Genetic modification>Better explosivesZeppelins:
>Intimidate natives into helping you>Scout the areaAnd as for your Wunderwaffen project, it will be
>Super-Soldaten - with innovative genetic techniques, combat drugs, better weapons and cybernetic augmentation, you can make soldiers that can take a hundred - no, a THOUSAND of regular ones singlehandedly. True Super-Soldaten.Now 3 anons please roll 3d100.
Each of those will be for a single part of your forces (Battalion, Scientists, Zeppelins).
Rolled 63, 55, 98 = 216 (3d100)
>>6250374
Rolled 58, 70, 93 = 221 (3d100)
>>6250374
Rolled 86, 17, 100 = 203 (3d100)
>>6250374Ones with blonde hair and big titties! (and maybe they can fly)
Ugh, I really don't want to use slaves. They are smelly and look weird. Might escape and tell everyone about us.
Rolled 22, 10 = 32 (2d100)
>>6250375>>6250379>>6250383Anon, I doubt you'll find any out here in the tropics. All true blonde-haired, big-tittied Lond women are still in Euno, selflessly supporting the Cause to the end and taking care of your soon to be defeated soldiers. Alas. Though your Battalion does have like 500 female recruits...
Slaves can escape, true, but of what use can these untermensch be if not working for the glory of Londo?
Anyway, stellar rolls, and even one crit! An auspicious start.
It will be
Battalion
>98Scientists
>93Zeppelins
>100Rolling for world and local events now and writing...
>>6250390>but of what use can these untermensch be if not working for the glory of Londo?Auxiliaries and Hiwis?
Surely such slave labor deprives proper Londonian workers from proper wages and compensation? This will in turn cause a loss of living standards and purchasing power of our people.
>All true blonde-haired, big-tittied Lond women are still in EunoWhat Blasphamey is this? Send me back I say, send me back now! All those poor lonely widows....
The weather is hotter than ever. The rains have ended, and the dry season has arrived.
You have done much in these 6 months. Your soldiers have been very receptive to education, all but a few soaking up knowledge like a sponge. They can reason well now, problem-solving on the spot is a common ability among them, and many have a marshal's baton in their knapsack.
In fact, some of them have doubted even the ideological base upon which national socialism stands! You have been quick to dispel such views with objective data from the scientists' libraries about the superiority of the Lond people and the historical truth of the Cause. Even if you doubted them many years ago yourself...
The drilling goes smoothly as well. Your youths are now able soldiers, readily learning their place in any operation and understanding basic skills that any soldier must know, from servicing weaponry to basic tactics, trained over the past months in war exercises in the jungle and in lectures at the base.
And they have found plenty of application to their skills in raiding the natives for slaves...
(1/4)
==========
Nang couldn't sleep. It was the dry season, and he just so happened to be responsible for cooking for the village this day. It went... badly. Many cursed his soup and the roasted meat was burnt from staying too long over the fire.
Tati, the girl he loved, looked at him with pity and disdain that day. For all his work and courting, this was his reward.
Nang rolled over in his rough bed and looked out the window, from which a dry breeze blew through the hut. Suddenly, he saw a light strike through the night and illuminate the village.
Nang jumped up from the bed, immediately awake.
He ran out of the hut, clenching his spear, and was met by men in strange clothes, carrying... weapons. He saw men like these before, when he was little. They came through these lands on a mission, speaking a foreign tongue and killing anyone that dared offend them.
But this time, a titan of steel hung over them.
He saw steel birds far in the sky in the past, but this... This was different.
The warriors shouted something and pointed their light at the ground several times, indicating for everyone around them to get down. Nang hesitated, but upon hearing shots in the air, fell prone, throwing away his spear. The others followed.
After several days of marching through the jungle, they were at a base in a strange hall, among many people similar to them. Some he recognized as being from rival tribes. But anyone fighting would be wrestled down by the soldiers.
A man in white robes entered. He looked them over, then said, in their native tongue, no less:
"Heil Hertz. You will now be working for the glory of Lond. Rejoice in your purpose."
He didn't yet know what that truly meant...
(2/4)
==========
A report from your Battalion, working together with Zeppelins, states that in total, 2000 natives have been captured from the "neighbouring" villages. These are not true Vedans - just backwards tribes living in their own little microcosm.
In fact, these people are so intimidated by the Zeppelins that many consider you gods, for they have never seen this wonder before.
Further south and east, the villages of rice farmers begin, while to the north, several mines of unknown type could be observed. There were stone and limestone quarries as well - perfect for construction and production of concrete. Overall, you seem to be very isolated here, with some hundreds of kilometres around you being jungle. Learning all this was possible due to your Zeppelins.
Besides these more common structures, the report also states that the Zeppelins spotted a laboratory not too different from your own. It is populated, but your soldiers were too far up to understand whom it belonged to.
The scouting was enhanced by one of your scientists joining the expeditions. Through collecting samples, he determined that some of the trees in the area can be used for production of rubber. Though that requires factories.
Another report is from your scientists. They have figured out how to modify the human genome, with basic modification, solving some of the more well-known health issues and adaptation to the current climate, ready. This has also opened up possibilities for research into artificially grown and genetically engineered humans.
A new ordnance has been invented along with a better chemical mixture for bombs. Scientists say that it is 2x as powerful as TNT. They have also inspected the library for some articles and documents about explosive weaponry, and were reminded that back in Euno, one of their projects was the creation of a bomb based not on chemical, but nuclear energy. This is an entirely new class of explosives, and if the documents are to be trusted, an incredibly powerful one.
(3/4)
==========
As the jungle nazis make their first, tentative steps towards their Wunderwaffen, the world is preoccupied with other things.
Londo has been completely defeated. The generals have signed an unconditional surrender, and Euno is in the process of being divided between 2 power blocs: the monarchist Albia and Morzet, and the republican Ercolia and Acor. Negotiations, however, are not going well. The two emperors, Mikhail II of Morzet and George V of Albia, want to impose penalties even harsher than the Seine peace of 25 years ago to cripple Londo forever. Presidents of Ercolia and Acor push for more lenient conditions, with focus on helping the nation rebuild and walk the path of democracy and freedom. Some radicals on both sides are calling for pushing for their demands with the use of force, but politicians actually deciding these things are level-headed.
The war in Xia and the Eastern Ocean is still going on, but the Yamato Empire is doomed if things continue in this way. Acorians have captured most of the islands, setting up bases, and all that's left is to deal the killing blow with a landing on their Home Islands themselves.
Meanwhile, in Veda, a drought causes many crops to fail. With future uncertain, some discontents use the outcry of the common people to start planning a revolution, whispering and scheming in the dark.
Your own crops fail, too, and this poses a question of what you will eat. The rations you brought with you were meant to last until the next harvest, and with the drought destroying it, you may very well face the prospect of hunger.
With that worrying thought, you decide what to do in the next six months...
(4/4)
Pick 3 tasks for your Battalion:
>Drill them further
>Education (science)
>Prospect for resources (highlands)
>Prospect for resources (jungle)
>Gene therapy (acclimatisation and health)
>Capture the limestone and stone quarries in the north
>Capture the laboratories
>Write-in
Pick 2 tasks for your scientists:
>Genetic modification (stronger body)
>Genetic modification (sharper mind)
>Nuclear physics
>Thinking machines
>Combat drugs
>Psychological techniques
>Masking tech for base and farm concealment
>Hydroponics
>Manufacturing methods (optimisation of resource usage)
>Artificial womb
>Write-in
Pick 2 tasks for your Zeppelins:
>Modify Zeppelins (better armament) *uses limited supply of metals
>Modify Zeppelins (better mobility) *uses limited supply of metals
>Raid woodcutting camps
>Scout further (nearest city)
>Intercept planes and loot wrecks
>Write-in
Pick 1 thing to occupy slaves with:
>Farm
>Collect resin for rubber
>Hunt and gather
>Educate and indoctrinate with the ideas of Lond superiority
>Write-in
Sorry for taking so long, got distracted and fell asleep.
>>6250457Pick 3 tasks for your Battalion:
>Drill them further>Gene therapy (acclimatisation and health)>Capture the limestone and stone quarries in the northPick 2 tasks for your scientists:
>Hydroponics>Genetic modification (sharper mind)Pick 2 tasks for your Zeppelins:
>Raid woodcutting camps>Scout further (nearest city)Pick 1 thing to occupy slaves with:
>Hunt and gather
>>6250457Pick 3 Tasks for your battalion
>Gene Therapy >Capture Limestone and stone quarries in the north >Capture LaboratoryPick two tasks for your scientists
>Artificial Womb >Concealment Pick two tasks for your zeppelins
>Intercept planes and loot wrecks x2 Pick one thing to occupy slaves with
>Hunt and Gather
>>6250457>Capture the limestone and stone quarries in the north>Capture the laboratories>Education (science)>Nuclear physics>Masking tech for base and farm concealment>Scout further (nearest city)>Intercept planes and loot wrecks>Educate and indoctrinate with the ideas of Lond superiority
In the effort of seeing this game progress I will drop my vote for my own proposal
>>6250488In favor of this anons proposal
>>6250508
>>6250457>Prospect for resources (jungle)>Capture the limestone and stone quarries in the north>Capture the laboratories>Masking tech for base and farm concealment>Genetic modification (stronger body)>Scout further (nearest city)>Intercept planes and loot wrecksWhy don't we use Air Balloons too?
>FarmWhy aren't these natives growing maize instead of rice? What about bananas?
>>6250483>>6250488>>6250508>>6250615>>6250715>Why don't we use Air Balloons too?Anon, you don't have air balloons. ig they can be made but Zeppelins are superior for combat.
>Why aren't these natives growing maize instead of rice? What about bananas?Rice is traditional for them, so they mainly grow it. Maize and bananas are cultivated as well, but in considerably less quantities. They are primarily grown in South Acor.
Calling the vote now.
If my count is correct, then:
Battalion
>Capture the limestone and stone quarries in the north>Capture the laboratories>Education (science)Scientists
>Masking tech for base and farm concealment>Nuclear physicsZeppelins
>Scout further (nearest city)>Intercept planes and loot wrecksSlaves
>Educate and indoctrinate with the ideas of Lond superiorityPlease roll 3d100 4 times.
Rolled 86, 82, 8, 37, 42, 87, 38, 75, 79, 50, 87, 55, 32, 67 = 825 (14d100)
>>6250880Guess I'll fucking do it myself. I want to get an update out today and leave enough time for votes to come in before morning.
3 for each, in order: Battalion - Scientists - Zeppelins - Slaves
2 additional dice for world and Veda events
Rolled 86, 70, 41 = 197 (3d100)
>>6250880Air balloons for surveillance and patrol duty, easier to build, lower logistical footprint, and easier to store.
Thread didn't refresh for me until I manually hit refresh.
Fell asleep this night and felt like shit all day, so the update is out only now.
3 thick reports lie on your desk this rainy winter morning. It has now been almost a year since you arrived here. You have accomplished much.
You already know most of what's been going on in the past 6 months. Still, reading a summary with all the details is calming, if a bit boring.
You open the first file. Your scientists have diverted a part of their efforts from research towards educating your Youth Battalion. As with critical thinking and logic education, or perhaps because they have it as their base, the students have excelled in sciences. After an intensive course, they now understand the basics and some advanced topics of biology, chemistry, geography, physics, calculus and other areas of education. This opens the way towards specialising some of them in particular fields to help the scientists! Though it may take a while for them to study up to your brightest minds' knowledge...
Besides education, your Battalion has captured the limestone and stone quarries as well as the lab. Thankfully, they encountered no meaningful resistance.
Regarding the quarries, the question now stands about how to divert some of their supply while not alerting the local government. The workers and supervisors are ready to collaborate, but should you take too much, there are sure to be some special investigations...
>Take 20%. Shouldn't raise too much worry. Allows 1 building project each turn. (provided you have the manpower)
>Take 50%. It'll probably attract attention... You'll have to invent an excuse. (write-in) Allows 2 building projects each turn.
>Take everything. You'll just kill anyone that dares approach. Jungles will speak Lond. Allows 4 building projects each turn (your Battalion can accomplish 3 at most)
It is also obvious that buildings without special equipment to fill them are worthless. What are factories without machinery? What are labs without equipment? For that, you will need metals and perhaps even other special resources. The tools for expansion are there, but you need the materials!
The report's data helps with that. It states that upon questioning the supervisors and consulting the maps, you have found out that the mines your Zeppelins scouted are, in fact, rare metal mines! It is natural given that the countries of Nanda, the lands between Bharma and Xia, are famous for them.
There is a single major iron mine as well, but it lies across the border, in Veilam, about 800 kilometres away. It really reminds you just how isolated you are. Just how much of a problem the logistics of these operations will be... Perhaps you'll have to expand your airfleet sooner rather than later. Or build more conspicuous roads.
(cont.)
Reports of the lab findings are in a separate file. Apparently, it is a secret base of the Allies - a joint operation of Ercolians and Acorians. They didn't think anyone would find them here, so there was essentially no garrison. A mistake that has proven fatal for them.
They are similar in structure to your own base, with farms for self-sufficiency and plenty of scientific equipment. They deliver their findings via plane to the nearest city, from which high-ranking state couriers take them to sea and then to home ports. The subject of their research is genetic modification and biology, and with their documents now available to you, your scientists eagerly deciphered them to find research that was only in the plans!
>Unlocked Bio-Weapon tech (bacterium, not feasible - too deadly, not contagious enough)
The enemy scientists are under your control now. You can appropriate their lab for yourself and kill them... but it may raise questions and investigation from their superiors. Posting a permanent garrison is a better alternative, allowing you to control their activities and leech off any research they conduct. But it will permanently occupy a part of your armed forces.
>Kill the scientists. Carry out all equipment and burn the base. Their secrets are yours now, and their future usefulness is too uncertain to keep them alive.
>Keep a garrison posted. They will report to their superiors that the research is going on as previously, and you will get all the data they obtain. (in combination with garrisoning the quarries - removes 1 action from your Battalion)
>Abduct them! Should the Allies inspect the remnants of the base, they will find nothing - if you make a good job of erasing signs of your operation... More importantly, these bright minds will be under your complete control. (+1 action for your scientists)
>Write-in
(cont.)
The second report is from your scientists. Masking tech is ready: it is simple at the surface, the base being large camouflage canvases covering the entirety of the visible portion of your buildings, but with some innovative light-bending materials. The scientists say that with some more research in this area, equipment and materials that make objects invisible or create deceptive visual effects may be possible. Invisible Zeppelins would probably be out of your reach, but ghost soldiers are no longer within the realm of the impossible.
Nuclear physics research goes well, too. Your scientists, armed with pre-war advancements, figure out the theory and conduct small-scale experimental tests to identify the core mechanisms of nuclear fission and its application in creation of explosives. They are ready to construct a nuclear bomb prototype - though they warn that its tests will immediately expose your location and cause widespread destruction and irradiation wherever you may explode it. Not to mention that such a weapon requires uranium, and who knows where its deposits may be?
(cont.)
The last report is from your Zeppelin crews and engineers. They write that the nearest city is one in the eastern inner lands of Veda named Khin. Inspecting the data from the library on current geopolitical situation, it is one of 2 major inland cities of Veda. It is a key industrial city, a hub of mining and metalworking nearest to the highlands where most of Vedan mines are. With a population of over 100 000, it is also a local administrative centre.
The interception operation goes well, too. Several planes are shot down, and the aluminium from their wrecks looted, opening up the possibility of your own plane construction. Some hostages that evacuated from the aircraft as it fell are captured - most are pilots, some passengers as well, and one of them a Vedan diplomat!
The indoctrination of the slaves bears exceptional results. Impressed by your technology (and carefully prevented from fully understanding its underlying mechanisms), they are fully loyal now. Whether trained as auxiliaries, labouring physically, or educated further for more advanced roles, they are ready to serve.
With no particular solution to the hunger problem, you simply tighten your belts until the next harvest and scavenge around the base for whatever fruit and animals the land offers you. This distracts your Battalion from other projects, but it is needed for survival in these harsh lands.
>1 less action for your Battalion on the next turn
(cont.)
As the jungle nazis continuously strengthen their grip of the area, the world keeps up its pace around them. In Veda, the peasants do not respond to revolutionary minds, and with the next harvest bringing in a good yield, hunger is no longer a problem.
In Euno, however, things are not so well. The division of spheres of influence devolves into the beginning of a Cold War of sorts, Londo divided into a Protectorate under joint Albian and Morzet control, and the Republic under Ercolian and Acorian. There is still some cooperation between the two blocs, with the Ruhr trials of nazi leaders presided over by judges and experts from both sides, but overall communication seems to have broken down, with both sides keeping heavy military presence in occupied lands and war machines still working in a rapid tempo, building up and researching new weaponry for deterrence.
Yamato, meanwhile, is defeated, stripped of its island bases and now under the guidance of Acor. With the Acorians drafting projects of a constitution and carrying out trials for war crimes, there is a building resistance among the common Yamato, with most of them still loyal to their emperor. Things may be heating up there if this goes on...
(cont.)
It is January of 1946, time to choose the plan for the next 6 months.
Pick 2 tasks for your Battalion:
>Drill them further
>Education (pick 1: genetics, engineering, chemistry, write-in?)
>Prospect for resources (jungle)
>Gene therapy (acclimatisation and health)
>Train spies with the diplomat you captured
>Capture highland rare metals mines
>Cross the border to Veilam and capture the iron mine
>Build roads to quarries
>Build factories *uses limited supply of metals
>Write-in
Pick 2 tasks for your scientists:
>Genetic modification (stronger body)
>Genetic modification (sharper mind)
>Thinking machines
>Combat drugs
>Psychological manipulation techniques
>Hydroponics
>Invisible materials
>Bio-weapon enhancement (contagiousness boosting)
>Manufacturing methods (optimisation of resource usage)
>Artificial womb
>Write-in
Pick 2 tasks for your Zeppelins and engineering teams:
>Modify Zeppelins (better armament) *uses limited supply of metals
>Modify Zeppelins (better mobility) *uses limited supply of metals
>Capture woodcutting camps
>Intercept planes and loot wrecks
>Build planes *uses limited supply of metals
>Raid main roads around Khin
>Construct air balloons
>Write-in
Pick 1 thing to occupy slaves with:
>Farm
>Collect resin for rubber
>Train into auxiliaries
>Train into builders
>Write-in
>>6251425>Take 20%. Shouldn't raise too much worry. Allows 1 building project each turn. (provided you have the manpower)Letโs be prudent. We can always take more later.
>>6251470Somehow, I forgot that there was much more after the first vote.
>Abduct them! Should the Allies inspect the remnants of the base, they will find nothing - if you make a good job of erasing signs of your operation... More importantly, these bright minds will be under your complete control. (+1 action for your scientists)>Build roads to quarries>Build factories *uses limited supply of metals>Hydroponics>Manufacturing methods (optimisation of resource usage)>Build planes *uses limited supply of metals>Construct air balloons>Collect resin for rubber
>>6251431>Train spies with the diplomat you captured>Write-inBuild secret underground railroad to and from Quarry. No need for camouflaged if no one can see it under ground and the ground is covered with thick jungle!
>Thinking machines>Manufacturing methods (optimisation of resource usage)>Capture woodcutting campsGuys we can make Wooden planes! Uses less metal too, and if it crashes, it will burn up all the evidence!
>Write-inDesign heavy construction equipment and earth movers.
>FarmWe should look into better preservatives for food, mainly salt and dried foodstuff.
>>6251431>Take 20% >Abduct Them Battalion
>Build Roads to Quarries >Forage for food (forage as in the military term raid any isolated villages we havenโt cleared out for slaves already take two thirds of their food stuff) Scientists
>Research Hydroponics >Research Artificial Womb (we need to increase the population of true Londish weโll never win back our homeland with a single battalion) Zeppelins
>Intercept planes and loot wrecks>Build Hangars, have the Zeppelin crews supervise some of the slaves in the construction of dedicated concealed hangars for our Zeppelins. Theyโll need maintenance and well we may need to be able to hide them now that weโre making direct moves against the allies Slaves
>Assist in hangar construction
>>6251425>>6251426>>6251658forgot about these.
>Abduct them! Should the Allies inspect the remnants of the base, they will find nothing - if you make a good job of erasing signs of your operation... More importantly, these bright minds will be under your complete control. (+1 action for your scientists)First we take half and claim there was a accident at the mine or one of the bridges failed on the path failed and only half the stone made it across before it collapse.
>Take 50%. It'll probably attract attention... You'll have to invent an excuse. (write-in) Allows 2 building projects each turn.Then we steadily switch to 1/5 and claim that his was always the amount!
>Take 20%. Shouldn't raise too much worry. Allows 1 building project each turn. (provided you have the manpower)We could take more if we mined more without changing the amount sent by taking the excess too...
I think I'm going to comment on some of the write-ins and delay the update until tomorrow to let anons respond.
>>6251470>>6251481Note that with 20% taken you can only carry out 1 building project this turn (either roads or factories).
>>6251658>Build secret underground railroad to and from Quarry.That's an ambitious project. Literally irl English Channel tunnel tier. Hmm... though ig I can say it can be completed in 6 months with supertech.
>Design heavy construction equipment and earth movers.You can assume you've already got enough equipment to expand the base, build factories etc. Unless you want to build some megaprojects. What do you have in mind?
The engineers aren't really specialised in ground vehicles. They're halfway between experts in flying machines and ground maintenance crew for Zeppelins. Basically they make and repair stuff that can fly. Can be trained to be more versatile though.
>Guys we can make Wooden planes!Sure, you can do that. Do note though that they will be less resilient than metal ones though.
>>6251700>Build HangarsThere are already underground hangars for Zeppelins. Though they can be expanded to make room for new aircraft, be it planes or more Zeppelins.
>>6251921With this new information and in interest of progressing the question I will withdraw my entry
>>6251700and support
>>6251658>>6251746
>>6251458Hans! Get the Flak gun!
There's another one.
>>6251921So they need some madness is the design you say?
Well then we Build this massive machine!
>>6252148Insert-Impregnate it with this large long hard one here!
>>6252150Then we uhhh..... *checks notes*....
Mount what ever spawns out from this holy offspring onto this here.
Rolled 25, 48, 51, 65, 44, 57, 87, 3, 74, 57, 94, 98 = 703 (12d100)
>>6251470>>6251481>>6251658>>6251700>>6251746>>6252037Ok, counting votes, there is a winner supported by another anon against the single vote of jh+ZLUx0
Also I want to say that it is not necessary to withdraw your vote entirely and support another anon when something comes up, you can simply adjust it, Zq9R/pNI anon.
So it will be
The allied scientist question:
>Abduct themThe quarry question
>Take 50% -> claim accident -> gradually move to 20%Battalion
>Train spies with the diplomat you captured>Secret underground railroad to/from quarriesScientists
>Thinking machines>Manufacturing methods (optimisation of resource usage)Zeppelins
>Capture woodcutting camps>Design heavy machinery?Slaves
>FarmSince aircraft engineers aren't really specialised in designing ground vehicles, I'll allocate scientists to that task. Let's just say they worked a bit harder these months while the Zeppelin operators and ground crews slacked a bit.
Rolling myself to do this faster:
3 rolls of 3d100 in sequence: Battalion -> Scientists -> Zeppelins
then 1 roll for allied investigation into scientist disappearance (higher is worse for you)
then 2 rolls for world and Vedan events
I'll be flaking on the quest, anons. The initial enthusiasm disappeared, so I'm not really enjoying writing any more, and looking at the world I created, I am not happy to see it is hastily made and low quality - everything from the map to the underlying lore. I'd rather end it while it hasn't progressed too far than drag it on without enjoyment for 45 days or however long the threads last nowadays. Sorry, and thanks for playing for the little time that you did. Maybe we'll meet in other quests.
>>6252786Yeah I tried to add a lil spice to it but it was all in vaine.