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Author Topic: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)  (Read 20787 times)

Stirk

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #255 on: April 21, 2020, 04:04:09 pm »

Quote from: ---Armory Choices---

Infantry
[Primary]
Sunic Rifle: 1 Ore, 2 Sunseeds. [Cheap] : (1) Stirk
Skytear Carbine: 1 Ore, 1 Skytears, 1 Sunseeds [Cheap][Complex] : (0)

[Machine Gun]
Skytear Machine Gun: 3 Skytears, 4 Ore. [Very Expensive] Complex : (0)
Incendiary Rotary Gun: 4 Sunseeds, 5 Ore [Very Expensive] : (2) TricMagic, Stirk

[Special]
Clockwork Snipers: [/b] [Very Expensive] [Note: Cannot be reduced to Cheap] : (0)
The Steel Body: 3 Ore, 3 Sunseeds, 3 Skytears. [Very Expensive] [Complex] : (2) TricMagic, Stirk


Support:
[Artillery]
Pyro Artillery: 4 Ore, 5 Sunseeds [Very Expensive] [Complex] : (0)
Mobile Artillery: 3 Ore. 4 Skytears [Very Expensive][Complex] : (2) TricMagic, Stirk

[Vehicle]
Armored Train: 7 Ore, 4 Sunseeds, 2 Skytears. [National Effort] [Complex] : (1) TricMagic
Dragoons: [Very Expensive] [Complex] : (1) Stirk


Naval
[Capital ship]
E.R.S. Eclipse: [National Effort], [cannot be reduced in cost], [periodically refitted with new developments.] : (2) TricMagic, Stirk
Pykrete Battleships: 5 Ore, 5 Sunseeds, 3 Skytears. [National Effort] [Complex] : (0)

[Escort Ship]
Hunter-killer:  2 Skytears, 3 Ore, 3 Sunseeds. Expensive. [Complex] : (2) TricMagic, Stirk
Anarion Class Cruiser: 4 Skytears, 3 Ore. [Very Expensive] [Complex] : (0)


Misc
[Trait]
The Grand Forge: (1) Stirk
Rapid Fortification: (1) TricMagic

[Primary Ally]
Icona- [Potential Energy]{Iconan Berserkers }: (1) Stirk
Jasny Kingdom- [Light Manipulation]{Nightcloak Raider}: (1) TricMagic


Reasoning: So, late WWI stormtrooper-esque use of subcaliber close quarters weapons such as carbines, backed with mobile MGs and the ability to fortify newly taken positions. Other than that, obviously we go for the more mobile option for artillery. The armored train combined with extreme engineering power makes for a potent offensive tool that I really want to see deployed. For offensives we choose rapid defensive constructions to hold ground we've claimed over reliability, we'll just have to engineer our stuff to be reliable. And the Jasny Kingdom sneaky types are more of a special-ops unit that we'd normally have. Not sure at the moment what else we can do with light other than "haha lasers" but I'll think on it. Naval reasoning is unchanged.

The carbines arn't sub-caliber? Nothing is saying they are. They probably arn't pistol caliber either if that is what you where trying to say lol
« Last Edit: April 21, 2020, 04:10:54 pm by Stirk »
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Vostok

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #256 on: April 21, 2020, 04:50:47 pm »

Quote from: Plan Votebox
Fortress Mode: ()
Adventure Mode: (2) TricMagic, Vostok
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Madman198237

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #257 on: April 21, 2020, 04:53:07 pm »

Quote from: Plan Votebox
Fortress Mode: ()
Adventure Mode: (3) TricMagic, Vostok, Madman

Note that Twin has said on Discord that we won't be getting access to the "Primary Ally"'s special resource, so we don't need to factor that into our considerations, only the type of unit they're providing.

Quote from: But I Might Need It Later!
Maximum Engineering Effort Choices
INFANTRY
Primary: Skytear Carbine
Machinegun: Incendiary Rotary Machinegun
Special: The Steel Body

SUPPORT
Artillery: Mobile Artillery
Vehicle: Armored Train

NAVAL
Capital Ship: Eclipse
Escort Ship: Anarion-class Cruiser

MISCELLANEOUS
Trait: The Grand Forges
Primary Ally: Icona
Reasoning: This plan is based entirely around what I think would be a shame to not take, the things that I feel might take more engineering effort to recreate if we don't choose them now. A semiautomatic, a rotary machinegun, the engineering power armor, the Eclipse, the Forges. Anyway, that's my reasoning for this and I am torn between this and direct offensive.
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Stirk

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #258 on: April 21, 2020, 04:59:56 pm »

Quote from: Plan Votebox
Adventure Mode: (3) TricMagic, Vostok, Madman

I thought that you all agreed not to put an option in the vote box if nobody voted for it fixed
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Stirk

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #259 on: April 21, 2020, 05:32:54 pm »

Lore options:

Democratic-Guild Etroa:

Craftsmen had always had an important part in society, Etroan society especially. Not only do they make the items we need to live our everyday lives, but they keep our economy rolling by making items for export, defend our nation by arming our soldiers, advance our culture by sponsoring artists, and advanced our scientific ability by investing in product development. It is only natural that craftsman should be at the helm of our great nation. Under this belief, Etroa has long been led by a series of powerful guilds based off our important industries. Which industry was important rise and fell with the time, and with it the guilds that had failed to change.

Originally the guilds would effectively rule over towns and villages. As the nation grew more complex, they would naturally have to work together in order to effectively govern a nation. This naturally lead to a conflict of opinion - especially where rival guilds where concerned. While force of arms had solved several issues early on, we soon realized it would be much cheaper to "Buy Support". Naturally the power of a guild is measured by its wealth. The more powerful and successful a guild was, the more money it would have. When two guilds came into conflict they would bring it before a council of all the major guilds in Etroa, whoever offered the larger bounty would typically be declared the winner in all but the most outrageous cases.

As technology and society developed over time, the "peasant class" had begun to advance to the point most had extra money to spend. This lead directly into them having more political power, given how directly wealth influenced Etroan politics. Thus emerged "The People's Guild", a collection of Etroan citizens from all professions and walks of life. It took donations from all its members and went before the Council to reform it. With few guilds able to match this newcomer's monetary firepower, it was able to force through new resolutions limiting how much one person or organization could spend to "Buy Support".  In effect, any citizen could show up to the council and pay a "poll tax" maxing out at the price of a loaf of bread and have as much influence as a major guild. This had on paper turned Etroa into a direct democracy, though many of the more powerful corporations fought back by issuing company script instead of Etroan coinage that could be spent on the Polls. Those that lasted longer tend to attempt to influence their new source of power - the people- using the money that would have been spent Buying Support. Today the Guilds effectively act as political parties in other nations, while still maintaining their business ties (barring The People's Guild).

Ever hungry for resources, the Guilds decided to invade Askia to gobble up their magnetic powers as the world begins to enter the Age of Electricity. While Askian steampower can be used to develop a nearly endless source of energy, combining it with Askia's gas making supermagnets would allow Etroa to control the global energy grid far into the future. Sensing coin, the Guilds promised every Etroan a cut of the profits of our global energy domination leading to widespread support.

HAIL THE EMPRA - Etroa

With the discovery of the sunstone, Etroa had believed itself to be blessed by the heavens. We where designated to rule the world as the sun rules the sky. Our light would shine on the rest of the world, be it the pleasant glow of the afternoon or the fiery rays scorching a desert. Early Etroa was lead by tribal leaders and priests working together, often forming single blocks of power where they are essentially the same. Inter-tribal warfare would lead to the development of three Kingdoms, which would in turn be united under one Empire. The Sun Emperor's line enjoys an unbroken succession running back centuries. It includes many of the protectorate's former ruling class, integrated into our ruling family as conditions for their capitulation and cooperation.

Even the Sun does not rule the sky alone. Etroa's lesser nobles consist of Sky-priests, Craftsmasters, and Highborn. Sky-priests are (as one would assume) the priest class, ruling over the Sunstone and Skytear mines and acquisition. While the land under their direct control is minimal, they are powerful both for their stranglehold of the special resources needed to run the nation and their influence over the religious among the general population. Craftsmasters are often taken from the general population, though the position can be filled by skilled craftsman from higher positions. They rule over towns, cities, and villages as a sort of mayor, or council of mayors in larger areas. Essentially the greatest craftsmen are presumed to be the greatest men, and are presumed to be able to craft society as they craft other material. Thus accomplished Craftsmen become Craftsmasters after being approved by a Highborn. In addition to their leadership duties, they run most day-to-day operations of the government including education and police work. The Highborn are the hereditary leaders - related to either the three Kings or from the Emperor's line. They officially preside over large portions of the nation, and officially rule over the protectorates entirely. They often concern themselves with National law, military matters, and foreign diplomacy. The Sun Emperor has absolute authority over Etroa and its colonies, with the other Highborn having slightly-less-than-absolute authority over their Territories.

Little major changes had rocked Etroa over the centuries after the Empire had been established. While the head of state changed constantly, the power shifted between the classes, and occasionally a puppet sat on the throne, the overall Empire had found itself to be very stable. It was constantly growing and accepting the culture of its colonies and protectorates, with foreign goods being much loved among the Highborn (many of whom state their foreign ancestors just as proudly as the Etroan ones, even if they where technically in a lower position before the merger). These tend to have a superficial effect on the government, a Highborn might call himself a Jarl like his great-great-great-great-grandma did but he is in exactly the same position as the Highborn next door calling herself the Duchess.

As for cause of war, the current Sun Emperor has been rather peaceful. It came as a shock to the nation when the beloved prince had been captured by Askian bordergaurds and held for ransom, and an even greater shock when he was brutally executed despite having been paid. Askians have rejected this notion, spreading a conspiracy theory that it was Etroan Highborn who had murdered their own prince to spur the Sun Emperor into war against Askia. Depending on how it is being told, they either wanted resources, political power, or to pay back a grudge of some sort. In any case it is clearly nonsense - no one would have done such a horrible thing to our prince.

Lol we really don't have a government - Etroa

Etroa is in a rather paradoxical state as "the Anarchist Empire". Mainland Etroa has little official government. The Militia has long acted as a basic police force (mostly keeping people from shooting each other in the streets) and military unit defending the loosely-grouped "nation" from outside assaults. So why - and how- did we invade other nations and take protectorates? Simple. The Militia needs funding. With no 'government' to fund it and very little private funding during peace time, the one 'government' organization would essentially be non-existent if there was not an ongoing threat. So they took in protectorates - not only a source of funding and manpower during the off-times, but an excuse to keep the Militia well stocked and ready for action. This works better than expected all around. The Colonies and Protectorates have no oppressive rules or laws beyond providing funding and CAP forces, leaving them almost entirely free while still protected by Etroa's Militia and reputation. Etroans themselves remain free of government control without so much as having to pay taxes, so long as they keep enough protectorates and colonies around to keep the legacy of Etroa's militia alive.

Without any laws to govern the nation, Etroa is vastly different from location to location. In general people with the same opinions gather together to enjoy their own 'culture'. Those who prefer a more rigid lifestyle (such as foreigners immigrating in from more traditional nations) might live in a province to the North or a Port, where the people police themselves harshly - so that someone stealing would be beaten by a mob as punishment. Others may live in shared housing with no idea of "personal property" in the heart of the nation, taking what they want or need when they want or need it with nobody having any issue with this setup. Still others live in fringe towns at are near absolute chaos, often populated by foreign criminals attempting to use Etroa as a hideout. Gang culture tends to be strong in fringe towns - both foreign and Etroan protection gangs that often act as squads for the Militia. How rigid or flexible the local culture is depend on the location, some communes have been around for centuries without changing while another popped up last week and is gone today. The closest thing to a consistent change is that 'fringe towns' appear on the fringes, often settling down once foreign criminals begin to enter whatever the fringe is.

It was in one recently de-fringed town that this conflict started. The Militia had just driven out a gang from a city on an island near the border. You could call the local culture 'jumpy', slowly making the transition from a constant state of street warfare to a more peaceful life. Some kids of Askian's higher ups heard Etroa fringe towns where a good place to make trouble and made a bad choice. Without any real government, Askia couldn't demand any sort of satisfaction or even get a story on what happened to the Askian expat. They had sent their military in to gather up the inhabitants of the town in order to doll out their own punishment, leading the Militia to intervene with this clear violation of Etroan sovereignty. Some people got shot, and the situation has escalated from there.
« Last Edit: April 21, 2020, 06:40:26 pm by Stirk »
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TricMagic

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #260 on: April 21, 2020, 05:37:22 pm »

Too money-hungry. And making us out to be the vilians, which goes against our Protectorate image.

Reasons For War: Retaliation

Palapala Hana, was one who served during the war to create a comprehensive guide and regulations for supplying the army and navy at the time with everything it needed after the original Operation Eclipse failed due to lack of supplies. It was Palapala's mastery of trade that supplied the fronts with all the materials needed for building forts overnight, and the supplies needed to fight, and the supplies needed for medical treatment, as well as calculated the needed supplies for the second attempt of Operation Eclipse. His was one of the efforts that led to our victory with minimal loss of life on our side, despite how long the war went on.

For this, he was elevated to General of the Supply Corps, and trained a number of students before settling down with his wife and child in our capital. His daughter Nāmea went on to enter the Army Academy that he set up, learning the tactics and stratagems of war, and received personal tutoring.

Normally, Palapala could have been chosen as the Commander, with numerous Military Minds advising him. However, he and his wife, along with many other officials, died in a overarching premeptive strike which used the lantarkifumes of the enemy, resulting in a death toll of hundreds of civilians in the process. This broken peace won't stand, for to strike at the heart of our Country can only mean one thing. War, for we as a people will not stand idle against this breach of what peace remained.

Quote from: Govermental Lore
HAIL THE EMPRA: (1) TricMagic
« Last Edit: April 21, 2020, 06:52:01 pm by TricMagic »
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Stirk

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #261 on: April 21, 2020, 06:48:53 pm »

Too money-hungry. And making us out to be the vilians, which goes against our Protectorate image.

But money is the ultimate good! I'm pretty sure that Askian lore doesn't say that they don't eat babies, so we can assume that they do. Thus everything we do is justified.
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Stirk

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #262 on: April 24, 2020, 03:50:35 pm »

Quote from: Govermental Lore
Democratic-Guild Etroa: (1) Stirk
HAIL THE EMPRA: (1) TricMagic
[/quote]
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Madman198237

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #263 on: April 24, 2020, 04:04:05 pm »

Quote from: Govermental Lore
Democratic-Guild Etroa: (2) Stirk, Madman
HAIL THE EMPRA: (1) TricMagic

I'll try and come up with something more to expand on this solid piece of lore once I'm out of Collegiate Final Project HellTM.
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Rockeater

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #264 on: April 30, 2020, 05:42:36 pm »


Quote from: Govermental Lore
Democratic-Guild Etroa: (2) Stirk, Madman
HAIL THE EMPRA: (1) TricMagic
Lol we really don't have a government - Etroa: (1) Rockeater

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TricMagic

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #265 on: April 30, 2020, 06:23:59 pm »

Quality, Refined, Comfort. Etroa Uniform.

Red-orange cloth shirt, pale yellow-white trousers of fine and durable make, steel hauberks over gambeson, with woven bases and steel tasset covering the hips and legs. And of course, the best boots and socks. Etroa has long come up with an effective outfit for our general troops, and it shows. The red, orange, and yellow represents the sun and volcano that has been our origin, and is the standard coloration for the army of both ancient times and modern day. With various outfits fit for different environments as well, with clothing that can fit a cold temperature, or some for muddy and hot environments, as well as a well-designed rain-cloak for comfort. No one can say we don't outfit our troops in some fine gear, even in the age of mass production.
« Last Edit: April 30, 2020, 06:34:41 pm by TricMagic »
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Stirk

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #266 on: April 30, 2020, 07:11:37 pm »

Uniform suggestion by Culture:

Guild-Democracy:
The first thing every Etroan soldier is issued is their Certificate. The Certificate is a pocket-sized strip of leather with pressed-on writing containing basic information about the soldier it was issued to, including their rank, home town, next of kin, and guild affiliation. Should a soldier fall in battle, their guild is required to pay compensation to their next of kin based off of their military rank and civilian job as listed on their certificate. Falsifying a Certificate is a grave crime. If the soldier has no guild affiliation, they can pay a small fee to join the Warfighter's guild. This is most common among foreign expats, especially CAP soldiers, who often lack guild membership status. The Certificate is held in a specialized pocket  in front of the heart of the uniform jacket. Emotional stories circulate about how a fatal blow was turned away by the home town or next of kin on an Etroan's soldiers certificate have some truth to them, some Etroans who do not mind the extra weight opt for a pressed-metal or metal covering paper alternative that occasionally catches a knife or bullet much in the way pocket bibles are said to in our world.

Our field uniform is mostly consistent across all forces in style, with practical changes based off the local environment and profession of the soldier. Someone stationed in a cold region or aboard a frozen ship would receive a fuzzy hat and thick coat, while someone in the desert would be provided with a wide-brimmed hat and thinner jacket appropriate for the region. They would both have dark blue coloring with properly spaced buttons on the front, with a small pin or decoration denoting their rank. Traditionally different guilds would have different rank decorations, usually with an example of their craft of varying quality based on the soldier's rank. Someone familiar with the work would be able to easily tell the quality of a piece, so those in the regiment would be able to instantly realize what the ranking was while laymen such as enemy soldiers would be unable to differentiate between officers and enlisted men. One example is a metalworker's guild making more and more detailed pins as the offers ranked up, or a hunter's guild placing a number of feathers from more rare birds in their hat as their rank increases. This practice has decreased in this era of mass deployment, where the others in your squad are unlikely to be members of the same guild and can't instantly realize that the feather on your hat is from a rare target, but is often held on an individual level for tradition's sake.

As for Dress Uniforms, there are none. Parades and the like are done in field uniforms, which are as a rule Etroan made and thus crafted by highly skilled artisans and beautiful in their own right. Nobody wants to pay for everyone to have multiple uniforms, and nobody has as of yet been able to force someone else to pay for them. Ceremonies and the like are done in civilian clothing based on the style of the time and personal wealth of the soldier. It isn't uncommon for a high-ranking officer to be outdressed by enlisted men with a bigger bank account than them. Generally "Sunday Best" is seen as acceptable for working-class men, while the wealthy are expected to wear fancy suits of the latest fashion or elaborate dresses from skilled artisans. Those in the Warfighters guild tend to do this backwards, wearing their field uniform even in ceremonies or civilian life. This is both practical and symbolic - they have no "civilian identity" and -as they are often foreigners- their uniform is the most high-quality outfit they have ever or will ever own. Some take to buying multiple uniforms out of their own pocket, with the wealthier CAP forces often adding a flair of their home country's fashion to their "Dress uniform".

HAIL THE EMPRA:

Uniforms are dictated at the Highborn level, leading to an array of style based on the personal tastes of the local ruler. By decree of the Sun-Emperor all must be "Sunset Red"(dark crimson or madder red), the traditional color of the Empire used in the battle banners since its creation. With the Highborn's typical love of foreign culture they often harp off of their ancestor's uniform (occasionally making practical changes if the local climate isn't as conductive to it as they like). As a result many of the Highborn's uniforms have an archaic feel to them, with Craftsmasters occasionally petitioning for practical update to keep the uniform in line with modern standards. Most common is a madder red tunic, often with an open coat and a pair of white trousers. Even is often accompanied by a verity of headware ranging from turbans to tricorns to ear-covering knit hats.

This trend continues with the Dress Uniforms. Often they are even more outdated when the practical considerations need not be taken into account, many Highborn issue elaborate suits of armor as their dress uniform, going as far as to dress up as old-timey knights themselves. Still cultural osmosis tends to win the day here. Dress uniforms are often a mix of classy adornments from all the cultures across Etroa and its colonies, to the taste and expense of the local Highborn. The relative peace time only allowed these uniforms to get more ornate, with Craftsmasters often offering pieces of armor as their test to become Craftsmasters. The most common among enlisted men is an ornate breastplate filled with their Highborn's symbols, often passed down through the regiment, with a decorated morion and crimson clothing beneath.

Lol we really don't have a government:

Would you expect anarchist to have a uniform? Well they *kinda sorta* do. The Militia is often known as the "Blue Bandannas" from their "Uniform", a bandana they place over their mouth demonstrating their place as a militia member. This is a habit picked up for the member's protection, it does some work to keep them from being recognized out of "uniform" limiting how much they are targeted in their civilian life by unappreciative gangs or others who don't like the militia's "don't murder people" stance. It is typically blue simply because the commune that makes them is sitting on a pile of blue dye, a generation ago they where red and before that they had a tie-dye phase. It isn't technically required, nor does it technically need to be blue. They otherwise wear civilian clothing to personal taste. Trench coats are in fashion on the front-line due to how practical they are in the trenches, but nobody is telling you you can't go to war naked.

Naturally the CAP forces have their own uniforms designed by their home countries. They occasionally "go native" if stationed with the Militia for too long, switching to civilian clothing after their field uniform gets worn down from continued use. How well this is tolerated depends on the particular nation that these soldiers come from.
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Madman198237

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #267 on: May 04, 2020, 10:57:25 pm »

Quote
A Brief History of Etroan Expansion
While Etroa does have a long history of precise craftsmanship and expert workmanship, it is in fact relatively poor in many materials. Volcanic activity beneath the surface limits the availability of most resources, and as Etroa uses more and more we've come to realize that we do not have as many materials as we need. Certain basic resources can be found in Etroa, but we always realized the reserves were not very large. Specialized materials were easy enough to acquire elsewhere, and so we started down the path of conquest and empire.

It was only our right to have the materials necessary for our superior craftsmanship, after all.

A long time ago, we supported the small nation of Eld, who supplied us with the incredibly rare Skytears for our help and became one of our earliest Protectorates. With the benefits of this arrangement, Etroan policy quickly turned to trying to...convince....nations to side with us and become a Protectorate. Conquering and subjugating them is far more difficult than convincing them to join us, after all, and can still lead to very profitable arrangements.

Mairan is a recent addition, a trouble spot that has given rise to many of our best officers and soldiers. It was not entirely willing to become a Protectorate but the government caved when we offered to help suppress some troublesome... armed opposition to the ruling party. It has provided us not only skilled soldiers, but high-quality iron, coal, and some oil, all of which helped produce the well-equipped elite soldiers Mairan is famous for. Of course, the troubles have only increased since we took it over, and it isn't contributing enough to make up for the costs, but we're confident that it will eventually become one of our best provinces.

And so on. We conquered for many of our more specialized resources. Small countries in far-flung places, protected by our powerful navy and aided by the soldiers provided to us by our Protectorates. But, recently, the projections for more mundane resources have turned dire. Critical resources may not have more than a few decades' reserves left in Etroa itself, more and more mines and sawmills are closing as they run into geological hazards or run out of trees, and now we are faced with needing more. Our Protectorates are small and do not have the sort of deep reserves necessary to fuel our consumption. Our larger neighbors, then, are an obvious target to provide us with those materials, so we started to look at using them as a source, offered some very lucrative trade deals. But recently, the quality of the materials we're receiving has dropped and the cost has risen. Our needs, however, are rising as well, and the reduction in quality is harming our economy more than most know.

Sure, we don't admit to it. We accuse them of cheating us in business deals, there's talk of some natural deaths being assassinations, there was a big political fiasco made out of a bridge failure, claimed to have been caused by the low-quality steel...but the real reason is simple: We're not making enough money to maintain our empire. Many of the newly acquired territories of the recent expansions are not yet making real profits for the empire, and this massive sink of money and resources must be balanced out, and with the declining quality of trade goods this can't happen. In addition, we need to tie the empire together a little more, to help cut down on these brush wars.

All together, this means the best way to do so, perhaps paradoxically, is to start a major war. Such a war, if it can be made popular enough, will unify everyone under our banner and allow some crackdowns on "dissidents" in the less well-integrated territories and Protectorates. It will, eventually, get us more materials, but in the meantime it will allow us to spend government money in ways we normally can't, and incentivize new extraction operations in some of our territories. In short: This war should be what allows us to weather the transition of where we're getting our materials. Oh, and the target of this war needs to be strong enough to pose an apparent threat, but weak enough that we can overtake them. Hopefully the Askians don't complain too much about it, I'm sure their splintered government will appreciate the unifying opportunities a war provides. Their decentralized mess ought to pose little enough threat when we're ready for the war to end...

Here's some lore for "why we fight".

Quote from: Plan Votebox
Starting Armory
Adventure Mode: (3) TricMagic, Vostok, Madman

Uniform
Democratic-Guild Etroa Uniform: (1) Madman
« Last Edit: May 12, 2020, 08:59:26 pm by Madman198237 »
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TricMagic

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #268 on: May 05, 2020, 09:15:21 am »


Quote from: Plan Votebox
Starting Armory
Adventure Mode: (3) TricMagic, Vostok, Madman

Uniform
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Stirk

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Re: Commander Arms Race: Etroan R&D (Preliminary Turn 5 - Final Phase)
« Reply #269 on: May 06, 2020, 06:26:16 pm »


Quote from: Plan Votebox
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