Civ Design Challenge III - Alternate History

Gonna vote for Scott too.

Although I really wanted to see more actually stronk Visigothic Empires, like in Noblesse Oblige's Hispania (Except not renamed to Hispania because Visigoth is a cooler word guise) *feelsbadman*

Its cool, just wanted to use Hispania...too few Visigoths to effectively displace the Hispano-Romans...sorry.
 
Any chance this thread will come back to life soon?

Cheeky Howard, making me write a couple sentences. :p


Anyway, the winner of this challenge is Howard Tafty!

Please P.M. me your scenario whenever you can!



This time, the scenario is both open-ended and a hoax!

You must make a civilization based upon this article. In your timeline, the city "found" must have existed and had some sort of influence on your civ. You may also make a civ and story based upon that city. You can all thank Hoop Thrower for finding this wonderful piece of "news".
 
Woah thats really cool
 
Here we go!

"Sir, sir! I have news!" The young, plucky scout ran through the Australian Outback's soil as he headed towards one of the forts. He smiled as he saw the Lieutenant as well as a few soldiers on the outside, taking mapping positions. He had found something so unique that he could not wait to tell his colleagues.

"What is it, Benjamin?" Andrew Saaltz, the Lieutenant of the 9th Platoon, quickly turned his head to the young lad that had been running in his direction. Once a scout himself, Saaltz was a man that lived by idea that

"I have found a city!"

Benjamin looked around, the faces of his companions absolutely perplexed. He really didn't know if it was because they were amazed that a city existed in the barren wasteland of deep inland Australia, or if they seriously thought Benjamin was going mad.

"It's the truth, sir! Please, come with me, and bring Doc with you!"

Saaltz looked around the faces of the higher ups in his platoon, searching for their reaction. Giving a calm smile as if to say "He's just a young boy who found something, what harm could it do to see it?", he then turned to one of the messengers and called Dr. Williams alongside him.

A small group headed towards the ruins, made of Saaltz, Benjamin and Dr. Williams, as well as some men armed with rifles. As soon as they arrived to a small hill where Ben had seen the city, the jaws of the group dropped.

"My God..."

"Dear Lord, Ben, how did you find this?"

"I don't know, sir, I was just taking note of the positions and then I found this city!"

The group headed into the city, going through the sheer number of complex structures in amazement. Quite a few of them were in a decent status that could be used for buildings for military usage, or just plain civil usage.

"Ben, tell the man to tear down the fort and bring it to this city! We shall make this our new fort!"

"Yes, sir!"
Excerpt from "The Fort and The City - How an Australian Scout started a nation", by Thomas Clarke.

As soon as the 9th Platoon had settled itself inside the fort, Andrew Saaltz died after being bit by a venomous snake. Benjamim Wecksell, the scout that had found the fort, quickly took a leading position, renaming the fort-city to Fort Saaltz after the late Lieutenant.

Wecksell quickly proved himself to be a skilled leader and diplomat, quickly making deals with several of the Aboriginal tribes. He quickly declared independence and housed in foreign generals to hold versus sieges from the Australian army.

Expanding a trade system, Fort Saaltz became a rich city based purely on trade rather quickly. Wecksell would go on to expand the city into a genuine nation after he united with a group of aboriginal tribes to stop the many attempts of the Australian government of conquering the tribes in order to maintain Fort Saaltz's independence.

The confenderacy, after uniting, would find itself in a war against the British Empire. Wecksell, or "Good Ol' Ben", as he was called by the members of the Confederacy of Saaltz, also proved to be an effective general as he quickly laid siege to Darwin and took the city with the span of six months, and then immediately sued for peace with the Empire. Surprisingly, the Queen took a liking for the ex-scout, and allowed for the Confederacy to be independent under the Commonwealth.

Benjamin estabilished many opportunities for this new country, made of a mixture of immigrants from East Asia, Europe and Australia, as well as Aboriginals. He then would organize the system of trade and patrol by binding trade to the Scouting Regiments, quickly allowing his country to have a permanent hold on trade on Southeast Asia.

Benjamin would lead the country through World War II. When war came to the nearby shores, he quickly rallied the several Scouting outposts that had been built on trade posts to take action and prepare the local population. The Japanese were repelled by some of the quickest warriors that the world had ever seen.

Benjamin Wecksell passed away on the year 1972, after being elected President of the Confederacy of Saaltz for over 60 years. A leader respected by the people, Wecksell went down in history as one of the most innovative and unique leaders - fitting for such a nation.

Excerpt from "Unique Nations and their History", by Philip Andersen.

The Confederacy of Saaltz​

UA: Ruins of Freedom: Units stationed in Forts gain +1 :c5moves: Movement and +10% :c5strength: Combat Strength until the end of your next turn. Building Forts in :c5citystate: City-State territory grants :c5influence: Influence with that :c5citystate: City-State and, if at War with a common foe, there is a chance that the City-State may join you.

UB: Soil Outpost: Caravansary replacement. Units built in this City may build Forts. Whenever a :trade: Trade Unit passes through the City's borders, Units garrisoned on the City or stationed in Forts gain a small amount of Experience. +3 :c5gold: Gold for every :trade: Trade Route to and from this City.

UU: Matilda Regiment: Infantry replacement. Heals every turn and has +1 Sight. Whenever it is stationed on a Fort, the Fort generates +2 :c5gold: Gold.

And we're off!
 
Hmmm... Thats interesting, yet obscure. Well:

"We already know how are ancestors got here", said the professor, "But do we know how did they survive in this harsh environment? The control of this dark, forgotten land was contested between many empires across the ages. Many people died battling for the right to live here, as we all do now. But how does such a fertile empire grow on such a poor soil? It would never be possible without the help of the Ulurid empire, who facilitated the massive migration to this coastal str"

"Nonsense". Said Langley, everyone's favorite student. "Uluru is deep into the Australian continent. Any people that might have lived there would have died by the time Indonesians started immigrating to Australia."

"No, they won't." replied the professor. "The Ulurid empire.."
Langley laughed.
"Well, unless you have a better name, I'll suggest you keep your mouth shut, young man. Anyway, Makanji the first recognized the need in additional food sources for his empire. He had a plan: He ordered his rebellious son to lead an expedition to find a great source of water. In what took nearly a year of his life, Norky, who was regent, managed to take control of a kingdom of his own: He found a city in the far north, inhabited by warlike yet superstitious people. He killed their king in a dual and took his place. These people were much different to the Ulurids: they ate various sea foods, as he wrote:

Weird. They live in the great sea, but my people manage to hunt them and eat them. They are most delicious, and are reserved for those who serve the tribe well: hunt much or participate in raids on our weak neighbors. In my homeland, the best fooe kings relatives.

Ah, a wonderful day! We caught a band of seekers sent by my father. Finally. They say my father misses me. Of course, I won't believe them. He wants me to return so he can kill me, the same thing he did to my brother... I think I'll just send him a box full of those delicious sea creatures.

Sea foods were regullary sent to the Ulurid capital. This city and its people were integrated into the empire after Norky's death, joined by other cities he founded nearby. Years later, new people started wandering on the coast. Those were the Indonesians, who were Buddhist at the time. They started preaching in Ulurid colonies on the coast. Soon, the Ulurid king converted. This was a major turning point in Australian history, which initiated the massive immigration of Indonesians to the Australian island. Many camps were established along the northern coast, and Indonesian traders were now a common sight in the Ulurid city centers.

Taking advantage of this move, at 1328 the Ulurid king decided to tax hunting profits. The taxes were very high, and soon Indonesian traders stopped trading in Ulurid cities. The king, furious with their reaction, decided to attack archipelago

This trigerred a reaction from the Majaphit empire, who ruled Indonesia at the time. Gajah mada, a military commander, was given the task of "making them pay" for ruining the camps. And they did pay:

Our people are terrified. Some of our cities were razed to the ground. Our fishing grounds were taken from us by those fast ships, who circled are fishing boats, boarded them and massacred everyone on board. Most of the males who lived in the conquered cities are now slaves of this fat... Monster, who unleashed hell upon our heaven.
Majaphit retained control of the coast. The Ulurid empire, who lost its main food source now lost its importance. Its crafts were buried under the burning sand, and their rich culture has drown in the dark sea of greediness... Though Gajah made didn't born the main colony, the place of Norky's crowning. He retained it with permission from his king. He was nowmtasked with restoring this place to its former might. The dynasty he established continued to rule the area for a long time, slowly expanding over the coastal strip. Hunters were encouraged to move up north, where they established camps which later served as staging ground for attacks on the Indonesian archipelago:

We witnessed those thieves again yesterday. I wish I could something about them, but I can't. My city doesn't have timber to build ships, and their ships are as fast as a lightning: they arrive, and a few minutes later their gone. They always attack a different place. We know they come form the camps, but we don't know from which! Even the camp people who trade with us don't know where they come from, but they say that they see them too: always in a different place.

Those raids made the Mada dynasty even richer. They were feared among the various kingdoms of the Archipelago, which now paid tribute to the Kingdom. Those who didn't pay were constantly attacked by pirates. The arrival of the Dutch didn't change the situation much: the Mada dynasty now installed cannons on their ships, making them even more powerful.

Rumors of the mighty Mada kingdom spread in Europe: They were present in most of the maps of the 17th century. This led British to sign a secret pact with them, as they shared a common enemy: The Dutch, who started taking down Mada's tributaries and were fighting the Brits for some time now. Eventually, after 7 years, in the end of a month long siege Jakarta finally fell to the allied forces. The Mada kings now returned to the ancinet Indonesian throne. But the war wasn't over yet, as the Muslim population soon rebelled against the Buddhist conquerors. The rebellion was initially successful: The tired Mada forces weren't ready to fight another war, many ships were injured, and the war consumed most of the tribute money. All of those factors lead to the establishment of the Anglonesian Commonwealth, which made the Mada kingdom a British protectorate but ensured their survival and control of the area.

But many cities were ruined and the people were divided. In order to fix the situation, the new king Susilo Mada II decided to pacify the population in the conquered areas by supplying them with the precious sea foods. This proved successful, and the demand for this precious creature massively increased so that at 1742, there was a mosque in most of the Hunter colonies on the coast. The trade brought huge profits to the Mada kingdom, and made it one of the strongest countries in the world. Co- operating with the British, they even managed to found colonies in Siam and Malaysia. This gave them control of the trade in the Indonesian archipelago and expanded their vast trade network to India and China, and by the time the world war started they were also trading with Japan and Russia. While they were one of the few neutral countries at the first world war, they were massively involved at the second, as the Japanese fleet started attacking Anglonesian cargo ships and gave financial support to rebel groups within the commonwealth. The war shut down most of the worldwide trade, resulting in massive profit reduction at the war's first years. While most of the Archipelago was captured, pirate raids supported by the Britain garrison managed to keep the Japanses off Jakarta and the Australian mainland.

After the war's end, the Commonwealth decided to follow Britain's example and the Mada dynasty gave control of the country to a democratically elected government.

The Anglonesian Commonwealth
(Susilo Mada II)​

UA: Deserts of Sea
Internal :trade: trade routes initiate a WLtKD in cities their sent to upon conquering a city, and generate +1 :c5food: food and :c5happy: happiness per each sea resource present in the home city. Cities during WLtKDs contribute 5% of their :c5production: production to other cities per each different resource present in them, and receive double :c5happy: happiness from :trade: trade routes.

UU: Timulurid Pirate
Unique privateer, unlocked at astronomy. While having less :c5strength: strength(22), it has the "Raider of 1000 islands" promotion, which makes it gain :c5gold: gold when moving near land improvements and damage any units stationed on them. Upon pillaging a :trade: trade route, gains a permanent +1 :c5strength: strength in addition to fully healing itself.

UI: Trepanger Camp
Unlocked at optics. May only be built on coast tiles, never adjacent to each other in friendly territory. Claims and improves a sea resource within 2 tiles upon being constructed. When a city in the empire enters a WLtKD there's a small chance it will spawn a sea cucumber. Grants :c5food: food and :c5gold: gold per each sea resource worked by the city for 4 turns after constructing a maritime building(bonus stacks).

*Sea cucumber: +2 :c5food: food, +1 :c5gold: gold.
 
So I went a little off track for this one...

Central Australia, Ngaanyatjarra county.
13th February 1913. 09:56.
3rd Queens Rangers Regiment, British Army in Australia and New Zealand.

Arthur Wells had always dreamt of being an explorer, but as he trudged though yet another acre of burning red sand he couldn't help but feel he'd just ended up in the wrong place at the wrong time. The conquistadores, he thought, may have been good explorers but they were greeted by gold and riches as yet unimaginable, by ancient empires which saw their pale white skin as signs of godliness and by fauna as beautiful as one could imagine. Sir Robert Clive and his ilk, Wells mused, were met by Mughal kings just dying to entrust their vast wealth to the steady, responsible hands of white men and by a civilisation as old and as beautiful as time itself. Even now, as Wells continued his dreary march across miles of empty desert, brave explorers forged their way across the lush, verdant greenery of Africa, flanked by dusky maidens and fruit on every tree. Truly, Wells believed, he couldn't have ended up blazing a more incredibly uninteresting and inhospitable trail, nobody on earth was more miser-

"Did you guys hear about that Scott? Sir Robert?" A colleague called out, "Tragic story, really. Could you imagine a worse place to die?"

His melancholy self-pity shattered by innocuous chat, Wells noted that being second worst was still nothing to be excited about. He glanced around again, to the East he saw no dusky maidens nor trees bearing any kind of delicious fruit; merely sand. To the South, he saw no glittering Moghul palaces or gilded parading Elephants; merely a crumbling red fortress far in the distance. To the west he saw no Inca nor Maya nor- suddenly Wells halted. The rest of his squadron had spotted it too and for a brief second all that hung in the air was shock and the heavy, rancid heat of the Australian morning. The men explored their way over to the structure faster than they'd explored anything outside of their own heads. Before the hour was out they all stood at the entrance to this enormous monument to the failures of earlier surveys of this enormous, allegedly lifeless, desert.

The first thing that struck Sgt. Matthew Bentely were the rows of skeletons chained to posts which lined the entrance to the structure. This was hardly an unusual thing to be struck by; its a fairly safe bet that when most are confronted with rows of human skeletons chained to posts in an enormous stone fortress in the middle of a lifeless desert, they are somewhat struck by it. Bentley had served in Zambia however, and quitely thought to himself about how readily coloureds enslave their fellow man, he'd love to be shocked by the cruelties one coloured would inflict on another for a few beads, but he'd seen it all before. Disgusting, he thought.

"Adoni" He bellowed, summoning their native guide as, like any sensible man, he was not one to risk good British blood in what could be an unstable, ancient fortress. "Adoni, would you head inside for us? Make sure it's safe". Visibly distressed, the young aborigine, no older than 12, cautiously tiptoed inside the gate. Sweat rolled down his face where it carved bizarre zig zags along his shaking, dark skin. Bentley of course failed to notice this as he remained staring at the rows of skeletons; still reflecting the callous evil of coloured peoples.
The rows of skeletons continued as the team crept deeper into the installation. Men, women, children. Bizarre hieroglyphics above each post identified the human remains attached to them like cuts of meat in a foreign, somewhat macabre butchers. Some of the skeletons lay stretched on raised platforms, missing parts of their anatomy. As the darkness snuck into the nether regions of the fortress each scout ducked in to examine these skeleton-laden tables only to be greeted with a more disturbing scene each time. Two humans fused at the waist, humans with swapped arms and legs, twisted creatures which looked like the byproduct of activities with local fauna which had been strongly discouraged by the guide book presented to wells when he'd started his job. Clearly, Bentley told the men, the locals here were engaging in the sick and disgusting abominations which make up traditional religion under all too many coloured societies. However there was something different about this place, he thought to himself, there was something disturbing about it which went far beyond his experience with cannibals in New Zealand or witch doctors in the Zambia. Something... other.

Finally Wells gathered the courage to shatter the still silence which had gripped the team and asked the question everyone had been thinking:

"Who the hell lived here?"

A voice suddenly echoed down the halls, otherworldly yet almost charming in nature.

"Nobody"

"But many died here"

SCVOP Planerary Observation Site #329
Leader: Fleet Captain Karnath-ii Ash Kagvar-gi

UA: The Human Experiment
All units receive the 'enslaved' promotion which reduces their attack :c5strength: strength by 33% and grants 2 :c5unhappy: unhappiness, but may 'mutate' when stationed on certain resources or academy which grants a lump sum of :c5science: science, removes the 'enslaved' promotion and a freaky new promotion*. When :c5razing: razing an enemy city, receive 2 :c5science: science in the :c5capital: Capital for every point of :c5unhappy: unhappiness in your empire.

UU: Viir Observer (Replaces Great scientist)
The :c5greatperson: Viir Observer grants a free random, mutated unit in the :c5capital: capital when it is born and yet another when it is expended. However more importantly, a :c5greatperson: Viir Observer may enter the territory of other major civilisations and, if adjacent to a natural wonder or great person improvement, sends the base yields of the tile back to the :c5capital: capital as :c5science:. May be expended when garrisoned in a city to greatly reduce its population in return for a free unit and a lump sum of :c5science: science.

UB: Genetics Lab (Replaces Forge)
Upon constructing a genetics lab, between 1 and 3 random animal resources will be spawned near the city which provide an additional 1 :c5production: production and 1 :c5science: science. Additionally, units stationed in a city with a Genetics lab provide 5 :c5science: and 2 :c5unhappy: unhappiness for every level they have accrued but take damage until removed. If a unit is killed because of this damage, receive :c5greatperson: great scientist points; doubled if that unit had a mutation.

*Mutations:

Spoiler :
If mutated on a bison resource
'LEF Experiment 481:' If this unit makes a kill, attack again. Receive a 25% attack bonus if attacking an enemy you didn't start adjacent to. Double heal rate on plains tiles.

If mutated on a deer resource
'LEF Experiment 267:' This unit may consume forest tiles to heal, plus gain a 10% attack bonus and +1 movement for 3 turns. May attack friendly units for double experience.

If mutated on a fish resource
'AEF Experiment 626:' No movement cost to embark or disembark and heal 5 points a turn while embarked even if you made a move that turn. Invisible if not adjacent to a unit while embarked.

If mutated on a pearl resource
AEF Experiment 530:' May not disembark but produces an incredibly weak 'Pearlescent abomination' unit for every adjacent unit when ending its turn. +10% defence.

If mutated on a crabs resource
'AEF Experiment 19:' This unit may bury itself on desert or any coastal tile, providing a 100% defense bonus and much faster healing at the cost of 50% weaker attacks. Is invisible to non adjacent units while buried.

If mutated on a sheep resource
'LEF Experiment 709:' Every turn, if this unit is not attacked, receives a new rank of the 'Wool Armour' promotion which raises its defence by 10% to a maximum of 100%. Double heal rate on grass tiles.

If mutated on a cow resource
'LEF Experiment 404:' When stationed on grassland tiles in enemy territory, may convert the tile into desert and gain a permanent 5% combat boost. Disbanding a unit with this promotion heals all adjacent units.

If mutated on a Horse resource
LEF Experiment 211:' No movement cost in flat terrain and a permanent +2 movement.

If mutated on an Ivory resource
'ELEF Experiment 800:' This unit receives 25% extra defense and 25% extra attack and reduces adjacent enemy combat strength by 5%

If mutated on a truffles resource
'LEFu Experiment 722:' This unit may 'root' itself into the ground which allows it to heal much, much faster but may not move or attack while in this stance. Has a chance to release spores while in rooted mode which kills all adjacent units, friendly or not.

If mutated on a whales resource
'ELAEF Experiment 581:' This unit receives +5 movement while embarked and may remove fish resources to instantly heal and gain +5% permanent defensive strength.

If mutated on a furs resource
'LEF Experiment 998:' This unit may remove any animal resource to fully heal itself and gain a permanent 5% combat strength. Upon killing an enemy unit receives the 'blood fury' promotion granting +1 movement and +25% attack strength for 3 turns though it may not heal with this promotion.


So, a mysterious alien race that loves to experiment on abducted humans from a remote outpost in Australia, whats not to like?
 
I am slowly but surely thinking that I may be the only one that isn't going absolutely ham with a batshit insane backstory on this one.
 
“I'm suggesting nothing here, but I will say that if you were an intergalactic traveler who had broken down in our solar system, the obvious directions to rescuers would be: "Go to the third planet and fly around till you see the big red rock. You can't miss it." If ever on earth they dig up a 150,000-year-old rocket ship from the galaxy Zog, this is where it will be. I'm not saying I expect it to happen; not saying that at all. I'm just observing that if I were looking for an ancient starship this is where I would start digging.”
-- Bill Bryson, Down Under, 2000 (our time line)
 
So I went a little off track for this one...










*Mutations:

Spoiler :
If mutated on a bison resource
'LEF Experiment 481:' If this unit makes a kill, attack again. Receive a 25% attack bonus if attacking an enemy you didn't start adjacent to. Double heal rate on plains tiles.

If mutated on a deer resource
'LEF Experiment 267:' This unit may consume forest tiles to heal, plus gain a 10% attack bonus and +1 movement for 3 turns. May attack friendly units for double experience.

If mutated on a fish resource
'AEF Experiment 626:' No movement cost to embark or disembark and heal 5 points a turn while embarked even if you made a move that turn. Invisible if not adjacent to a unit while embarked.

If mutated on a pearl resource
AEF Experiment 530:' May not disembark but produces an incredibly weak 'Pearlescent abomination' unit for every adjacent unit when ending its turn. +10% defence.

If mutated on a crabs resource
'AEF Experiment 19:' This unit may bury itself on desert or any coastal tile, providing a 100% defense bonus and much faster healing at the cost of 50% weaker attacks. Is invisible to non adjacent units while buried.

If mutated on a sheep resource
'LEF Experiment 709:' Every turn, if this unit is not attacked, receives a new rank of the 'Wool Armour' promotion which raises its defence by 10% to a maximum of 100%. Double heal rate on grass tiles.

If mutated on a cow resource
'LEF Experiment 404:' When stationed on grassland tiles in enemy territory, may convert the tile into desert and gain a permanent 5% combat boost. Disbanding a unit with this promotion heals all adjacent units.

If mutated on a Horse resource
LEF Experiment 211:' No movement cost in flat terrain and a permanent +2 movement.

If mutated on an Ivory resource
'ELEF Experiment 800:' This unit receives 25% extra defense and 25% extra attack and reduces adjacent enemy combat strength by 5%

If mutated on a truffles resource
'LEFu Experiment 722:' This unit may 'root' itself into the ground which allows it to heal much, much faster but may not move or attack while in this stance. Has a chance to release spores while in rooted mode which kills all adjacent units, friendly or not.

If mutated on a whales resource
'ELAEF Experiment 581:' This unit receives +5 movement while embarked and may remove fish resources to instantly heal and gain +5% permanent defensive strength.

If mutated on a furs resource
'LEF Experiment 998:' This unit may remove any animal resource to fully heal itself and gain a permanent 5% combat strength. Upon killing an enemy unit receives the 'blood fury' promotion granting +1 movement and +25% attack strength for 3 turns though it may not heal with this promotion.


So, a mysterious alien race that loves to experiment on abducted humans from a remote outpost in Australia, whats not to like?
Scott your brain is absolutely magnificent I adore youuuuuuuu

(Gimma chunk of brain pls)
(I'm so not wining this one)
 
Diary of Admiral Lucius, founder of Australis

April 13th, 47: The 3rd imperial navy has finally made landfall. Twelve months ago, I was sent by emperor Claudias himself to resupply Roman forces conquering Brittania, but a terrible storm destroyed several of our ships and drove us far offcourse. My men rejoice at the sight of land, eager for the chance to eat fresh meat.

May 31st, 49: The city of Luciusurus was built surprisingly quickly. My navigator has told me that we are very far south, therefore, I have declared Nova Roma and the surronding lands the province of Australis. We have experienced some resistance from the natives, but they could not stand up to the might of the Roman Empire, and we have taken the men as slaves, and the women as wives.

June 14th, 57: We still have not had any contact with Rome. The Imperial Province of Australis has vastly expanded, but to the east a great desert impedes any expansion.

August 7th, 57: Tonight I have had a vision. Jupiter told me to go to the east and find a great stone and establish a new rome there. I gathered 5,000 men and tomorrow we set out to the east.

January 13th, 64: The great city of Nova Roma is flourishing thanks to the grace of Jupiter, but I am on my last breath.

History of Australis:

853: Whole landmass of Australis united under the kingdom of Australis

1122: The islands of New Sicily to the East come under Australis rule

1248: Arrival of gunpowder from china.

1387: The province of New Sardinia to the north is added to the kingdom of Australis

1781: The First British-Australis war. The British Empire declared war on the Kingdom of Australis, hoping to colonize the region, and after a long and bloody war, were forced off Australis shores.

1879: Formation of the Jupiter Corps, the worlds first proffesional air force. The aeroplane, a highly gaurded Australis secret, had been invented 20 years earlier, and was hidden from the world.


History of the Second British-Australis War also known as the Great War

n August 4th, 1914, Caeser Marcus II of Australis joined the Central Powers and declared war on the British Empire to "liberate" British India and Africa.

Australis was highly industrialized and had a large army and navy, and the best air force in the world.

Australis legionaries landed in India in the winter of 1914, but they encountered fierce resistance, pushing slowly into india at the cost of thousands of lives per day.

The Australis navy destroyed the Japanese navy in the battle of Kyushu, and defeated the British navy off the coast of Southern India, putting the Indian ocean securly under Australis control.

On November 23rd, 1915, Australis began the invasion of South Africa, taking the British by surprise, and managed to conquer all of South Africa in just 3 months.

On March 8th, 1916, Australis had captured Mumbai, solidifying it's comtrol over southern India.

On August 31st, 1917, with Paris under German rule, and Australis pushing into Africa and India, Britain and France Captipulated, with Australis gaining large gains of territory in Africa and India.







Kingdom of Australis
Leader Marcus II
Capital: Nova Roma
UA: Legacy of Rome
Pay only one third the usual maintinance cost for land units. Gain culture and Golden Age points from capturing a city.

UU: Jupiter Corps (Triplane)
Australis replacement for Triplane, that starts with the promotion "blessing of Jupiter" which increases range by 2 and gives +20% Combat Strength when intercepting or performing an air sweep.

UU: Legionnaires (Great War Infantry)
Australis replacement for the Great War Infantry that gets +15% Combat Strength in enemy territory and gives culture for kills.
 
How do you get from Britain to Australia in 2 years, if you are driven by the power of a storm which your wooden ship can't withstand...
 
12 months is 1 year Natan. I was about to note how impossibly unrealistic that scenario is until I remembered what I'd submitted. Carry on
 
You can't actually confirm the possibility of this design. Besides, I'm still having hard time accepting the fact that fictional designs qualify as alt history.

(Kill me)
 
12 months is 1 year Natan. I was about to note how impossibly unrealistic that scenario is until I remembered what I'd submitted. Carry on

It's TOTALLY realistic


You can't actually confirm the possibility of this design. Besides, I'm still having hard time accepting the fact that fictional designs qualify as alt history.

(Kill me)


I'm pretty sure all alt history is fictional...
 
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