Pecos Colony
The Pecos Colony is a settler nation in the north Mexican region of Big Bend Country.
Historical background
A settler nation north -of the Republic of The Rio Grande, having established themselves by helping, and being helped by, communities north of Mexico, trading with nearby settler nations. Named after the town of Pecos, Pecos Colony was set up by both independent settlers, some of which having emigrated from the Republic of the Rio Grande.[1]
Politics
National Spirits
The Ironmongers starts with three national spirits:
- Monthly Population: +15.0%
- Passive Caps Income: +8.0
- Agriculture Research Speed: +6^
- Divisions speed: +4.00%
- Recruitable Population: 2.00%
- Construction Speed: +8.00%
- Population Nomadicity: +25.00%
- Divisions speed: -20.00%
- Army Experience Gain: +0.05% daily
- Division Defense: -20.0%
- Population Nomadicity: -40.00%
- Appeal to Refugees: -20.00%
- Infrastructure construction speed: -20.00%
Gameplay
Military
Peco’s Colony start with three divisions, all being Colony Guards.
Conscription Law
The wasteland is an unhospitable place, a good defence force is more than justified. However with the increasing percentage of settlers dedicated to defence, the workshops slow down ever more. (Generic/minor countries start at Funded militias) Settlement Protection
As far back as the rebuilding of civilization, a system of decentralized and localized levying of troops contained to individual settlements have served us well in every conflict until now. While not effective on a strategical scale, the recruitment of officers and building of regional training bases let us leave soldiers relatively close to home, boosting moral as well as civilian manpower.
Requirements
Wasteland Militias
With the constantly emerging threat of the wasteland and neighbouring nations, it would do us well to reform our army into something more strategically sound. Organizing levies into regional militias let us improve our command effectiveness without pulling them from their homes, and increased funding allocated to training and recruitment increases our forces.
Requirements
Investing even more into our organization is a sound decision, considering the state of the wasteland. Pulling funds toward the construction of military bases let us concentrate our forces even more, as well as providing a reinforced structure within which our soldiers can train more freely with their new "toys" that our taxpayers gracefully helped acquire.
Requirements
Forcing a conscription onto our population might make a lot of people very unhappy, but it is sadly a decision we will have to take to prepare properly. To minimize the effects of conscription, a two year rotation will be put into law, which should provide our conscripts with some breathing room and a light at the end of the tunnel.
Requirements
Extending the conscription to a four year rotation will considerably increase our available manpower, but with it comes consequences. Massive funding has to be allocated to train conscripts to a decent standard for our army, and moral is slowly degrading even if our citizens understand our situation. We must be careful if we are to go further.
Requirements
Service Until Dismissal
As of now, our government has officially declared a state of emergency. Every conscription centre is to pull overtime, and conscripts will only be dismissed when we deem them no longer useful, or the emergency passes. With moral now plummeting as civilians are even pulled from the factories and their homes, we must remember we are doing this to preserve our way of life.
Requirements
Civilians ripped from their homes, fathers, mothers; sons, daughters. But what choice do we have against the apocalypse? Are we to leave ourselves perish, are we not to rage against our fate until the bitter end? Already, the forced conscriptions and training leave kind-hearted people into empty shells. Our nation might never forgive us. Our citizens will hate us, our officers will resent us, and our culture might never recover fully. But it is all worth it if only to leave a hateful nation standing. Damned be the wasteland for leaving us no choice, and damned be our souls for going down this path. War truly never changes.
Requirements
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Economy
4 | 0 | 4 |
10 | 0 | 2 | 0 | 0 | 0 |
==Technology==
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References
- ↑ What's the deal with Pecos, Baudelios, and Granajas? I always assumed Pecos was an RRG colony from the name, but they all seem to have close ties with the republic given how easy it is to incorporate them in Guerra's tree
Zapdude: "They're settler nations in the north of Mexico. Pecos Colony is just named after the original settlement effort for Pecos. Some of the people who migrated there might have come from the RRG, but it wasn't set up by the RRG. They have close ties with the north because the north is filled with fellow settler nations.
They've spent decades improving relations with, helping, and being helped by communities across the north of mexico
they trade amongst eachother regularly, etc etc
It's easy to incorporate them based off of these mutual roots, and also because times are changing.
With the Bull at your door, slaughtering its way across the wasteland, and Mexico in chaos as the region's stability dies with Tlaloc
Going with your friendly neighbourhood RRG in the hard times is a no brainer"
- Obtained from Discord, 9/10/2019