The New Order: Last Days of Europe Thread II

This is a bit of a hot take but I do feel at the very least, TNO should, given the vocal anti-rework presence and the fact that reworking content is apparently conflicting with making content. go dark for a period of time and resurface with everything reworked maybe hopefully 1-2 years later as they want. Essentially something like what PB did reworking from a generic UK wank to a steampunk UK wank.

Say something like "the current lore setup left by Panzer/Lonely Knightess does not accommodate the story we want to tell, we need to rebuild the setting from the ground up, if you guys want to continue with the old lore feel free to do a fan fork like what KDX did." It would also be nice if TNO can form a sort of "partnership" with this fan fork as they have done with 2WRW, which would likely be incorporated into such a fan fork.

Also note in a reddit mega-post what specifically they wanted to rework so people know what is being removed, like list out everything approaching the chopping block. That way we could be prepared mentally and also have TNO's dev team allowed to go ham with whatever vision they want the mod to be, while fans can do their own mod with their own headcanons and preferences for the lore. The existence of KDX, questionable as some of its' politics are, I also feel helped deescalate KR's own anti-rework community both allow fans of KR to play new content quickly made ready quickly while waiting for a kr update and anti-rework players to enjoy a mod based on old KX content like North-South Italy, Wild Sternberg, and Kerensky.
The problem with that statement is that, A): the early lore (and early reworks) of the mod is patterned to countless TLs in this site and, B): the general fear by TNO fans that the TNO Redux version could be infiltrated by Neo-Nazis, Fascist symphatizers and what-not.

Honestly, the only problem I have with he reworks is that they are changing the innovative story that moves away from the cliche of Axis Victory TL back into to using such cliches such as removing German Civil War because it is not “plausible” in their eyes. If that is not “plausible”, then we call every TLs here in this site featuring Soviet Union collapsing into an civil war an implausible scenario to begin with.
 
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Finally did my Guangdong run. It was... an experience. Emotionally speaking I'm kind of numb to a lot of stuff given everything that's happened over the last four years, but some of the events were somehow relatable.
I'll admit, some of my own biases colored my perceptions of this run, but it felt... real in some way. It's been described as fitting the cyberpunk aesthetic as much as it possibly can given the limits of digital technology in the 1960s and early 1970s. I for one agree with this description, especially when playing as Ibuka Masaru.

Spoilers scattered below. Well, a lot of stuff below is a bunch of scattered, potentially incoherent thoughts on the run.

So, Guangdong. A corporate fiefdom in all but name, and one of the most content-packed entities in The New Order. A living nightmare for most, a gangster's paradise for others, and something different for all. It's not Japan, but it's not exactly China either. The "State" of Guangdong has its own existential crisis on what is is and what it should be, and the ones to drive this change are all at the top of the corporate world, taking the unpaid wages of the impoverished masses to line their own pockets and live life with extreme comfort.

For whatever reason, I choose to have Ibuka Masaru become Chief Executive in the aftermath of Yasuda's collapse and the Economic Wars. Why? Maybe it's something about my affinity for cassette futurism as an aesthetic. Maybe it's me wanting to see an even darker reflection of our own world within another. Maybe it's because I didn't feel like choosing between good things that shouldn't have to be mutually exclusive in a Sony campaign, despite there being unofficial submods that remove aforementioned mutual exclusivity. Maybe because a Matsushita campaign sounded kind of dry despite how if I had to choose between air conditioning and a computer, I'd choose the air conditioner. But also for the fact that I wasn't ready for the bleakness of a corporatocracy taken over by Komai. Maybe... well, there's no concrete reason that I can think of, but I would say "all of the above" are factors in some form or another.

To put it mildly, things suck in Guangdong. Not to the extent that they will in the Einheitspakt come late 1963, but not too far off. Workers are worked to death in godawful conditions for long hours and little pay for the benefit of the profits of the Big Four corporations (Sony, Matsushita, Fujitsu, and Yasuda), later the Big Five (Cheung Kong, Sony, Matsushita, Fujitsu, and Hitachi).The police force begins underfunded and as more of an auxiliary arm to the Kenpeitai, and both the Triads and the Yakuza run with limited to no oversight whatsoever, with even their leaders in semi-regular contact with the corporate titans themselves. It's a dog-eat-dog nightmare, all happening under the auspices of the Chief Executive and maintained with the ever-present Japanese presence. There's the Japanese at the top, the Chinese at the bottom, and the "Zhujin", the people of the Pearl River Delta that form a middle class of sorts, primarily consisting of those local to the area who often speak both Cantonese and Japanese. Things go from bad to worse once a Sphere-wide economic depression hits caused by the collapse of Yasuda, and though it's cleaned up relatively quickly the damage is done and a new corporate status quo forms in the process.

---

In this case, Fujitsu Limited, chaired by Ibuka Masaru, became dominant, and Ibuka's vision for Guangdong would be implemented. The surveillance state would come into being, assisted by numerous computers and magnetic tape storage. Homes would be upended through re-zoning. The Triads would be beaten but not broken by the reformed and increasingly competent police which have come to sideline the Kenpeitai. Education would be reformed, and a great evil known as standardized testing would be implemented. Electronic infrastructure would be updated, the economy would be streamlined, and much more would change. Fujitsu would become the future, exporting computer mainframes and related technology not just across the Sphere, but even to neutral countries across the world, from Brazil to Italy to even Iberia, where their computers would be considered instrumental in Iberian efforts at counterterrorism and crushing separatism. In all, the "Silicon Years" (1964-1970) would be considered Guangdong's Golden Age, marked by high profits and high technology becoming prominent in many walks of life, from assisting in accounting to general management to collecting databases on all known dissidents. A true capitalistic nightmare with an outer shell of plastic, metal, and glowing lights.

The Oil Crisis which began in the autumn of 1970 hit much of the world hard. In Italy, the crisis exacerbated what would later become known as the "Years of Lead". In America, measures were taken by the Thurmond Administration to keep the oil flowing and industry moving, though failing to prevent a recession. In Germany, the stock market crashed in Frankfurt and led to a series of events which would well and truly kill the reformist cause, along with millions of armed slaves-turned-revolutionaries in Eastern Europe. Combined with the 1968 military coup which well and truly ended the last semblance of Japanese democracy, the Oil Crisis hit Japan hard though the Empire would inevitably endure, and would inch ever closer to all-out war with a resurgent China for the fate of the Co-Prosperity Sphere.

Perhaps one of the locations hardest hit by the Oil Crisis was Guangdong. The price of everything skyrocketed in short order, more so imported food. The situation was generally considered to be "in control", and things were slowly stabilizing albeit still very much shaky. The actions of Komai changed all of that, closing down some of Hitachi's industries in Guangdong. A hostage situation occurred, and then the riots broke out in late 1971, continuing through the winter and into the spring. Significant concessions were offered to one group of rioters and strikers (The Committee of Chinese Labor), and basic concessions were offered to another group (The Guangdong Federation of Tradesmen). Eventually, the situation would be resolved peacefully, to the surprise of most onlookers and those who knew the Chief Executive. Why Ibuka Masaru authorized negotiations with the two organizations remains a mystery to the public as of 1973, though it is to some of his credit that the situation did not spiral out of control. It is also to the partial credit of Lieutenant General Nagano Shigeto, who sought to send the IJA 23rd Army in to restore control and dissolve the corporate state. (It is rumored that he was within seconds of issuing the order to deploy before news that the riots ended reached him. Had the order gone through or had the rioting not ended then and there, it is likely that Guangdong as we know it would not have lasted as long as it did.)

---

I honestly don't know what to say. My run was Ibuka's Reconciliation path, one which I enjoyed, especially towards the end. Granted, I didn't really enjoy being an evil bastard in the name of meritocracy or efficiency or making the dominant corporations even fucking richer than they already were, but I feel echoes of Wolfgang Schenck's struggles here, the theme of trying to redeem yourself after doing some awful things, and to atone for what has been done, and if said redemption can even be achieved. And if it's even worth trying to really come to terms either with one's bullheadedness or one's short-sightedness, or doing "what must be done" with terrible consequences, intentions damned.

I myself haven't done anything truly awful, though I have hurt other people and their feelings. I know I've disappointed a lot of people, my parents especially back then. Since a major incident which saw me removed from a Montessori school and, perhaps ironically, the onset of puberty, I've since not had those issues with violence. I've learned to live with regret not just for the things I've done, but for the things I didn't do. Certain classes in high school I should have taken, people I should've had the guts to ask out even if nothing would have come of it. Staying closeted even after finding out something really important about myself four years ago. It has been said that time heals all wounds, but those wounds leave scars. And while the differences are major, the pain is still weirdly relatable.

It's not the only theme I wanted to focus on. In many ways Guangdong, like many countries in TNO, feel like a dark mirror of certain aspects of our own world. And mind you, a lot of shitty stuff has happened and continues to happen IOTL as we're all aware. The ever-creeping erosion of privacy, the increasing militarization of the police at the deliberate expense of those without any power in society, the struggles between the interests of the worker and the interests of business... Even the Oil Crisis in a way feels reminiscent of the COVID-19 pandemic, at least in terms of societal upheaval more than actual confinement to quarters. I'm not sure what to say about any of it, but maybe I'm drawing parallels from nothing. I've just written a lot of gobbledygook and my brain's kind of melting at the moment.

Something else to mention, I did get somewhat attached to the characters and how their lives change depending on who the Chief Executive is. Not going to go over story specifics since those can be found in great detail on the relevant TV Tropes pages.

So, Guangdong. I still have a save just after the Oil Crisis hits, maybe I'll find the guts to go through the Persistence Path just to see what happens. After that, it'll be a few months or longer before I touch Guangdong again. I need time to have it all wash away and avoid the repetition of the early game before I get back to it.

---

Mechanically speaking Guangdong is fun. The Product Cycle is easy to master in terms of raising quality and popularity even with the drawbacks of certain methods. Corruption in an Ibuka run is ever-present and impossible to eliminate entirely without foregoing focus on other mechanics, even with the Anti-Corruption Ordinance*. Japanese and Chinese opinion doesn't matter... until you realize it influences corruption and GDP and other factors. Trying to get the police dominant across Guangdong is a long process but it's one that sort of works out.

*Yes, I actually bribed some LegCo seats for this one. The irony and the hypocrisy was not lost on me, and it was the only time I actually burst into laughter during this whole playthrough.

TL;DR I "enjoyed" it, as much as I could enjoy a corporatocracy's mechinations in the eternal pursuit of the almighty yen. Struck many chords with me too, and scratched a cyberpunk itch that needed scratched.

My Verdict: Would strongly recommend, regardless of path chosen. Don't expect anything truly wholesome from this, maybe some good here and there, but the narrative is a downright compelling one and it builds upon this cursed world perfectly. The alt-history is, minor liberties aside, something I perceive as generally plausible and somewhat unique.

Recommended Listening: The TNO OST, particularly pieces like Nation Building, Corporate Mandated Fun, and the obligatory Silicon Dreams. But New Computers (my favorite piece from the OST thus far) is mandatory for a Fujitsu campaign. I'd say at least 60% of Portal 2's OST would fit well here. And while entirely anachronistic, most of The Weeknd's Dawn FM and a few tracks from After Hours feel evocative enough to thematically fit in, at least instrumentally. And then there's this 1980s style remix which may or may not fit in at all.



Hope this was worth the read, and sorry I went on too long! Might need to make my own thread if I'm going to keep this sort of thing up. Next full-length campaign(s) later this week will be a choice between one of the following six:

* United States (Wallace -> LeMay -> Hart -> Morrison, assuming that Hart is actually playable)
* United States (Bennett -> Romney, if Hart is still semi-broken after all this time)
* Japan (either Takagi again, or Ikeda)
* Sverdlovsk (Batov)
* Komi (Any of the three Communists)
* Iberia (Carnation Revolution, or Fernandez-Miranda if I'm feeling reformist)

Next batch of shorter campaigns, probably in that order, will be as follows: Ireland, Brazil, and Norway.
 
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go through the Persistence Path just to see what happens
Got the "bad" ending (The IJA intervention and the death of Guangdong) by screwing up my attempts at dismantling the GFT and CCL, cross that off my bucket list. Wasn't for lack of trying though! Might do it again on purpose if I ever get around to playing Komai.

Anyway, three more nations with partial content!

RK Norwegen -> Norway
Definitely a relic of the original 1.0 release all the way back in 2020. Norway has some content but it's absolutely showing its age and how it's comparatively unpolished compared to almost every other country in TNO. It's not bad, just that the events that do occur are wordy even for TNO standards. There's semi-random relics from before Toolbox Theory, where Civilian and Military factories were a thing. There's no content for the collaborationist regimes following the outbreak of the German Civil War, and content for Milorg is similarly unpolished and has fewer events than the preceeding focus tree. I'm mildly surprised that Norway hasn't been skeletonized by now and would not be surprised if it's skeleton content replaces its focus tree within the next year or two, but there's good reason as to why it's not on the list of interesting countries to select. Furthermore there's no special mechanics for Norway other than selecting places to build fortifications under a democratic government. That's it. There's no ending pop-up to let you know that you've effectively reached the end of Norway's story, but it's kind of a given.

Quick run-through of the story: It's Norway under a perpetual German occupation since the early 1940s, things suck, and the collaborationist government is trying to Germanize Norway to likely integrate into the Reich proper at some point in the semi-distant future. Milorg is the resistance group whoch opposes the collaborationists, Nazis, and Nazi collaborationists alike. (They all work at the Department of Redundancy Department.) Once the Germans are unable to exert influence after Hitler just up and dies, the garrison in Norway leaves, and if you did things right then the resistance coups the government, deports some or all of the Germans depending on your choice, lets commies into the government depending on your choice, and repeals all the occupation-era laws and restores freedom and democracy but also the deposed monarchy. The second half of Milorg's tree is boring military preparation for when the Germans get their shit together and come knocking on your door again.

On the bright side, the content that was there lasted until early 1966, around when Ireland's content wraps up. The dearth of events in the second half meant that I was able to condense this run into about two hours or so. Credit to those who put in the effort here, and I mean no offense whatsoever but it just doesn't hold up to contemporary standards.

I'd say go ahead and skip this one.

Ireland
Ah, Ireland. Originally released with the Cutting Room Floor patch in late 2020, it still holds up as a fun little experience! It recently received a handful of new events in 1.5.0, including events following the climax of the story in late 1965/early 1966, depending on how a certain investigation proceeds as well as the handling of what comes after. There isn't any distinct political paths for Ireland with its current content, but following the onset of the Irish Depression in the wake of the chaos that consumes Germany late in '63 there are three different recovery plans: reaching out to the United States (and by extention, the OFN) and lifting trade restrictions with them, proceeding with protectionism and austerity, and enacting some social democratic reforms in the wake of the economic disaster. You can only pick one plan, though! My own politics lend me to Brendan Corish's socialistic reforms in a typical run, but this last time I decided to look at the pro-American path which opens up the economy to American investment, among other things which pull Ireland away from the Reich.

Of course, not everything is easy. Ireland is a parliamentary democracy and while the government, a coalition between Fianna Fáil (eng: the Republican Party) and Labour which holds a small majority in the Dáil Éireann (eng. "Irish Assembly", the lower house of Ireland's legislature, the Oireachtas). That said, passing bills is not a guarantee, it's something that will need to be worked for. Striking deals to get holdouts within the coalition on-board with a bill is key to success, as is knowing when to go full-throttle on the contents of proposed legislation or to tone it back somewhat.

All of this occurs with unrest in Northern Ireland flaring up in the wake of the Irish Depression, where an alternate version of The Troubles takes place. Depending on the afrementioned investigation and what is discovered, it can be resolved mostly peacefully. Or not. I won't spoil specifics here, but it's definitely fun seeing it all come together if you do things right.

An Ireland campaign is short, lasting just over four in-game years with hints of what might come in a future update, but it's an excellent perspective into a country which made a Faustian bargain in World War II: In exchange for expelling British influence from the island, the Germans insert their own into the Irish economy which alienates the somewhat shaky democracy from the rest of the world in the process.

I highly recommend an Ireland playthrough or two or three, and I wish you the best of luck in achieving the Good Friday Agreement three decades early!
[EDIT: Apparently the Good Friday Agreement is no longer a thing, and if you complete the case successfully then Seamus Twomey is assassinated regardless and the uprising into Ulster is guaranteed. Can't win for losing here, but still absolutely worth playing!]

United Kingdom
There's quite a bit to process here. My cynicism to the thought of a successful Operation Sealion as per the old lore is something that has been made clear earlier, but for the sake of giving this a chance and for the fact that it's already established lore I'll lay off. At least it's more plausible than Atlantropa.

Right then. Britain. Definitely an improvement plot-wise and character-wise over the old lore, but I'm mildly bummed after all the effort earlier artists went into to give Bill Alexander a good aged-up face only for him to be killed off in the new lore as part of spitefulness to how the old lore made less sense as one of M. C. Escher's works. So, new HMMLR content isn't in and it's supposedly forthcoming, so we're left with about three years or so of content for the Collaborationist government and the Civil War with the revamped Resistance. Some folks on Reddit have made criticisms of how some individuals are characterised and how Rab Butler wouldn't be a collab and neither would Harold Wilson, but I'm not well versed enough with twentieth century British politicians to make any statement on the matter. At least Thatcher doesn't make an early semi-anachronistic appearance in government.

A primer for those who haven't touched the country since the rework: Britain is under the rule of the British People's Party, the sole legal political party in the country. As part of postwar settlements the country has renounced its right to wage war, has deported hundreds of thousands of "undesirables" to the camps in Europe never to be seen again, and has made party membership mandatory for everyone in the civil service. Parliament is still a thing, but nowadays the House of Lords is now on equal footing with the House of Commons thanks to some repealed reforms and now the whole rotten structure is infested with a bunch of folks who act like Adolf Hitler and the German "liberation" were the best things since sliced bread. (I feel like this is allegorical to something, I'm just not sure what.) Maybe it's all self-delusion in the hopes that the Nazis will loosen the leash when it's shown that they are loyal to a fault? Regardless, Reconstruction appears to have gone well enough, better than the ruin prevalent in the 1940s. Even so, every day living in Postwar Britain is just one of those days where you don't want to wake up. Everything is fucked, everybody sucks. There's Pragmatists and Idealists in the British "People's" Party, the former aren't exactly paragons of democracy by any stretch but they're the closest thing to it outside of the Resistance, as distant as that may be. The Idealogues are the more (or less) genuine British Fascists if memory serves me right. There's also the Old Guard, something about protecting the natural order of things from the top down or something like that. And there's the infighting which if mismanaged will boil over and needless to say you want to avoid that unless you want someone extreme in charge. If all that's bad enough then the harsh and lengthy winter of 1962-63 kills hundreds of people and the government does jack about it other than remind people that hoarding coal is a serious crime with serious penalties.

The Workshop of the World mechanic, for interacting with the German megacorporations that dominate Britain, isn't particularly useful other than for fiddling with your economy a little and will more likely than not see its usefulness expand once the full decade of content for the pro-German regime is released.

It's an interesting experience and it looks a little intimidating from the outside, but in practice it's less intimidating and more depressing. No, not the rework heavens no, just almost everything about the concept of living in a fascistic hellscape dominated by corporate interests and political infighting in a system that's all for show and... Oh. Well, so much for escapism I guess. On the bright side the sidestory with the two lovers joining and fighting in the Resistance is still a thing, glad to see that survived the rework. I'll be honest, it was difficult to keep my interest in this campaign. I chalk part of it up to having done it late at night while running on four hours of sleep. In the end I lost the British Civil War to the Resistance in April of 1964 because I suck at war and because The Boss is that cool. All the better from an outside perspective, though the looming crisis of German intervention helps nobody in the short term... Anyway, no appraisal on content following the Civil War since I have a skill issue and need to get good. Sorry. :(

All in all, the dark irony of what was once the world's greatest superpower being naught but a satellite of another is not at all lost on me. It's absolutely worth a playthrough to see the effort that was put into bringing it together and a look at what is to come, and I hope you are able to get more out of it than I did. I for one am hoping and looking forward to playing the Resistance at some point in the next two years or so but since I'm not a part of the Discord I'm not sure if they're getting non-skeleton content in the near future or if the full focus on development is with the collaborationist administration. I get the feeling that it's the latter, though.

Final note on this wordy entry, there are still inconsistencies here and there across certain countries that imply an independent Scotland. I imagine those will be amended in the coming weeks.

Next major playthrough: A surprise for now.
Next batch of content: China, South Africa, and Brazil (Path TBD).

I was last really into wanting to play TNO in late 2021 when Toolbox Theory first dropped, so I'm catching up on stuff, seeing what I missed if anything and giving personal views on the state of things now while trying my best to not be overly harsh on the matter. I actually have a few more of these queued up to write once I do some more campaigns, would it be better if I made my own thread or will this one suffice?
 
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Got the "bad" ending (The IJA intervention and the death of Guangdong) by screwing up my attempts at dismantling the GFT and CCL, cross that off my bucket list. Wasn't for lack of trying though! Might do it again on purpose if I ever get around to playing Komai.

Anyway, three more nations with partial content!

RK Norwegen -> Norway
Definitely a relic of the original 1.0 release all the way back in 2020. Norway has some content but it's absolutely showing its age and how it's comparatively unpolished compared to almost every other country in TNO. It's not bad, just that the events that do occur are wordy even for TNO standards. There's semi-random relics from before Toolbox Theory, where Civilian and Military factories were a thing. There's no content for the collaborationist regimes following the outbreak of the German Civil War, and content for Milorg is similarly unpolished and has fewer events than the preceeding focus tree. I'm mildly surprised that Norway hasn't been skeletonized by now and would not be surprised if it's skeleton content replaces its focus tree within the next year or two, but there's good reason as to why it's not on the list of interesting countries to select. Furthermore there's no special mechanics for Norway other than selecting places to build fortifications under a democratic government. That's it. There's no ending pop-up to let you know that you've effectively reached the end of Norway's story, but it's kind of a given.

Quick run-through of the story: It's Norway under a perpetual German occupation since the early 1940s, things suck, and the collaborationist government is trying to Germanize Norway to likely integrate into the Reich proper at some point in the semi-distant future. Milorg is the resistance group whoch opposes the collaborationists, Nazis, and Nazi collaborationists alike. (They all work at the Department of Redundancy Department.) Once the Germans are unable to exert influence after Hitler just up and dies, the garrison in Norway leaves, and if you did things right then the resistance coups the government, deports some or all of the Germans depending on your choice, lets commies into the government depending on your choice, and repeals all the occupation-era laws and restores freedom and democracy but also the deposed monarchy. The second half of Milorg's tree is boring military preparation for when the Germans get their shit together and come knocking on your door again.

On the bright side, the content that was there lasted until early 1966, around when Ireland's content wraps up. The dearth of events in the second half meant that I was able to condense this run into about two hours or so. Credit to those who put in the effort here, and I mean no offense whatsoever but it just doesn't hold up to contemporary standards.

I'd say go ahead and skip this one.

Ireland
Ah, Ireland. Originally released with the Cutting Room Floor patch in late 2020, it still holds up as a fun little experience! It recently received a handful of new events in 1.5.0, including events following the climax of the story in late 1965/early 1966, depending on how a certain investigation proceeds as well as the handling of what comes after. There isn't any distinct political paths for Ireland with its current content, but following the onset of the Irish Depression in the wake of the chaos that consumes Germany late in '63 there are three different recovery plans: reaching out to the United States (and by extention, the OFN) and lifting trade restrictions with them, proceeding with protectionism and austerity, and enacting some social democratic reforms in the wake of the economic disaster. You can only pick one plan, though! My own politics lend me to Brendan Corish's socialistic reforms in a typical run, but this last time I decided to look at the pro-American path which opens up the economy to American investment, among other things which pull Ireland away from the Reich.

Of course, not everything is easy. Ireland is a parliamentary democracy and while the government, a coalition between Fianna Fáil (eng: the Republican Party) and Labour which holds a small majority in the Dáil Éireann (eng. "Irish Assembly", the lower house of Ireland's legislature, the Oireachtas). That said, passing bills is not a guarantee, it's something that will need to be worked for. Striking deals to get holdouts within the coalition on-board with a bill is key to success, as is knowing when to go full-throttle on the contents of proposed legislation or to tone it back somewhat.

All of this occurs with unrest in Northern Ireland flaring up in the wake of the Irish Depression, where an alternate version of The Troubles takes place. Depending on the afrementioned investigation and what is discovered, it can be resolved mostly peacefully. Or not. I won't spoil specifics here, but it's definitely fun seeing it all come together if you do things right.

An Ireland campaign is short, lasting just over four in-game years with hints of what might come in a future update, but it's an excellent perspective into a country which made a Faustian bargain in World War II: In exchange for expelling British influence from the island, the Germans insert their own into the Irish economy which alienates the somewhat shaky democracy from the rest of the world in the process.

I highly recommend an Ireland playthrough or two or three, and I wish you the best of luck in achieving the Good Friday Agreement three decades early!

United Kingdom
There's quite a bit to process here. My cynicism to the thought of a successful Operation Sealion as per the old lore is something that has been made clear earlier, but for the sake of giving this a chance and for the fact that it's already established lore I'll lay off. At least it's more plausible than Atlantropa.

Right then. Britain. Definitely an improvement plot-wise and character-wise over the old lore, but I'm mildly bummed after all the effort earlier artists went into to give Bill Alexander a good aged-up face only for him to be killed off in the new lore as part of spitefulness to how the old lore made less sense as one of M. C. Escher's works. So, new HMMLR content isn't in and it's supposedly forthcoming, so we're left with about three years or so of content for the Collaborationist government and the Civil War with the revamped Resistance. Some folks on Reddit have made criticisms of how some individuals are characterised and how Rab Butler wouldn't be a collab and neither would Harold Wilson, but I'm not well versed enough with twentieth century British politicians to make any statement on the matter. At least Thatcher doesn't make an early semi-anachronistic appearance.

A primer for those who haven't touched the country since the rework: Britain is under the rule of the British People's Party, the sole legal political party in the country. As part of postwar settlements the country has renounced its right to wage war, has deported hundreds of thousands of "undesirables" to the camps in Europe never to be seen again, and has made party membership mandatory for everyone in the civil service. Parliament is still a thing, but nowadays the House of Lords is now on equal footing with the House of Commons thanks to some repealed reforms and now the whole rotten structure is infested with a bunch of folks who act like Adolf Hitler and the German "liberation" were the best things since sliced bread. (I feel like this is allegorical to something, I'm just not sure what.) Maybe it's all self-delusion in the hopes that the Nazis will loosen the leash when it's shown that they are loyal to a fault? Regardless, Reconstruction appears to have gone well enough, better than the ruin prevalent in the 1940s. Even so, every day living in Postwar Britain is just one of those days where you don't want to wake up. Everything is fucked, everybody sucks. There's Pragmatists and Idealists in the British "People's" Party, the former aren't exactly paragons of democracy by any stretch but they're the closest thing to it outside of the Resistance, as distant as that may be. The Idealogues are the more (or less) genuine British Fascists if memory serves me right. There's also the Old Guard, something about protecting the natural order of things from the top down or something like that. And there's the infighting which if mismanaged will boil over and needless to say you want to avoid that unless you want someone extreme in charge. If all that's bad enough then the harsh and lengthy winter of 1962-63 kills hundreds of people and the government does jack about it other than remind people that hoarding coal is a serious crime with serious penalties.

The Workshop of the World mechanic, for interacting with the German megacorporations that dominate Britain, isn't particularly useful other than for fiddling with your economy a little and will more likely than not see its usefulness expand once the full decade of content for the pro-German regime is released.

It's an interesting experience and it looks a little intimidating from the outside, but in practice it's less intimidating and more depressing. No, not the rework heavens no, just almost everything about the concept of living in a fascistic hellscape dominated by corporate interests and political infighting in a system that's all for show and... Oh. Well, so much for escapism I guess. On the bright side the sidestory with the two lovers joining and fighting in the Resistance is still a thing, glad to see that survived the rework. I'll be honest, it was difficult to keep my interest in this campaign. I chalk part of it up to having done it late at night while running on four hours of sleep. In the end I lost the British Civil War to the Resistance in April of 1964 because I suck at war and because The Boss is that cool. All the better from an outside perspective, though the looming crisis of German intervention helps nobody in the short term... Anyway, no appraisal on content following the Civil War since I have a skill issue and need to get good. Sorry. :(

All in all, the dark irony of what was once the world's greatest superpower being naught but a satellite of another is not at all lost on me. It's absolutely worth a playthrough to see the effort that was put into bringing it together and a look at what is to come, and I hope you are able to get more out of it than I did. I for one am hoping and looking forward to playing the Resistance at some point in the next two years or so but since I'm not a part of the Discord I'm not sure if they're getting non-skeleton content in the near future or if the full focus on development is with the collaborationist administration. I get the feeling that it's the latter, though.

Final note on this wordy entry, there are still inconsistencies here and there across certain countries that imply an independent Scotland. I imagine those will be amended in the coming weeks.

Next major playthrough: A surprise for now.
Next batch of content: China, South Africa, and Brazil (Path TBD).

I was last really into wanting to play TNO in late 2021 when Toolbox Theory first dropped, so I'm catching up on stuff, seeing what I missed if anything and giving personal views on the state of things now while trying my best to not be overly harsh on the matter. I actually have a few more of these queued up to write once I do some more campaigns, would it be better if I made my own thread or will this one suffice?
Thanks for posting your thoughts on the different playthroughts. It all makes for an interesting read.

Neverthless, regarding the topic of your UK entry, I got some comments:
The first one is that Margaret Thatcher still makes a cameo in the rework, only in the least expected place you could imagine, as she is the one who built the bomb that killed PM Domvile. As Palpatine would say, Ironic. You may not have recognized her because she appears with her surname at birth (Roberts), instead of her married name, which is the famous one... although the event (If you need something done...) does display her photo. The second, about what the Lords could be an allegory of, their attitude reminds me of a certrain strain of Collaborationist politician in Vichy France, who did act like Adolf Hitler and the German "liberation" were the best things since sliced bread, because Capitulation to the Nazis had allowed them to "wipe the slate clean of the stains of Communism and Democracy", so that they could start building the traditionalist/reactionary utopia they had imagined (See Révolution nationale). In the British case, Capitulation allowed the Collaborationists to stop and revert the tendency towards the weakening of the House of Lords and the empowerment of the House of Commons, which had developed during the previous century in such a way that, after the Parliament Act 1911, the Lords had gone from being the most powerful House in the eighteenth century to the weakest in the twentieth century. However, empowering the Lords brought back the disfunction that had motivated the reduction of their powers in the first place (See Parliament Act 1911). Indeed, at first glance, Vichy could be the allegory that you were searching for, as French collaborationism can be similarly divided between those who collaborated because they were reactionaries, those who did so because they were actual fascists, and those who did so because they deluded themselves that if they collaborated enthusiastically enough, the Nazis would not only loosen the leash but would give them a proper place in the New Order as friends and allies. Finally, I will say that you mentioning how the UK has renounced its right to wage war, made me think that TNO! UK's fate could, in a way, be a dark mirror of OTL Japan's, after defeat in World War II.
 
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Thanks for posting your thoughts on the different playthroughts. It all makes for an interesting read.
You are more than welcome! At least I'm writing something nowadays, even if it isn't that TLIAW I've been wanting to do for some time now. But I'm glad at least somebody is enjoying it!

Neverthless, regarding the topic of your UK entry, I got some comments:
* Maggie's cameo is something I did notice but didn't touch on since my overview of Britain was going on too long already, instead opting to not spoil that part and just state that she's not in government rather than her role in the death of Vile Dom, as I might start calling him now. God the ahistorical irony of her in this situation is delicious and was one of my three favorite parts of the whole playthrough.
* The Vichy allegory is what I was looking for, I appreciate it! Though in the context of this world it's less of an allegory and more of an overall repetition in theme. but it still holds standing.
* I did want to touch on how Britain got Article 9'd but from what the law stated in the Assorted Laws category it was slightly less restrictive than OTL's Article 9 on Japan, IIRC allowing for military assistance to be provided to other Pakt members if need be (whereas Japan was merely limited to self-defense in that case).
Your insight including whatever specifics I didn't touch on (particularly the House of Lords bit) has been deeply enlightening and adds to the understanding of the whole miserable situation there.
 
What is with TNO fans and making the anti America propaganda German. Anti American propaganda in TNO should be really fucking racist.

I don't know if Jews turning your kids gay was a fear monger thing back then, but that's the level they should operate in.
IIRC, a major reason why they make them German is because trying to make Japanese propaganda posters out of Soviet propaganda posters, even if thematically making more sense, is harder to do due to the nature of Japanese characters.
 

Gukpard

Gone Fishin'
What is with TNO fans and making the anti America propaganda German. Anti American propaganda in TNO should be really fucking racist.

I don't know if Jews turning your kids gay was a fear monger thing back then, but that's the level they should operate in.

Agreed, Japan still can use the anti imperialistic retoric, but Germany? That is wrong.
 
Did something I didn't think I would do today, on one of my days off. This one I double-dipped with and decided to tackle both of the events enabled in the rules menu.

As such, I enabled the arrival of Harmony. No, I don't know what I was expecting or going in for, nor was it the surprise I hinted at last time. It just... kind of happened.

I also Broke The Seal because Halloween is coming up and I feel bad about not having watched any spooky movies thus far and it's not like I have any parties to go to but I still wanted to do something Halloween-like. Apparently said apocalypse events are still loosely based on pre-TT lore when Rouen was part of Burgundy at game start, so the apocalypse can't really take off until after Hitler kicks the bucket and Burgundy invades France. On the bright side it means that the four Civil War contenders don't appear out of nowhere once Germany's gone, so that's one plot hole resolved somehow. Remarkably, my Ponylon game remained feasible despite this, as Burgundy somehow remained and annexed some territory which broke some internal triggers that prevented the zombies from declaring war on more people. In practice this means the German Civil War is still technically ongoing despite Bormann being the last one standing, and the other two powers are dealing with the undead in their own ways. It's going better for the former though.

If you'd like to play it in its current state, I'd say bring in Toolpakt to fix some of the problems with its current implementation, then have fun with undeath. Otherwise it's definitely not for a casual game of TNO as you might have guessed.

---

As for the arrival of Harmony, well... like most people I'm not well-versed at all with the universe, plot, and or fiction based off of My Little Pony and I can't exactly say I see the appeal to any of it, but "to each their own" is what I still say. (On that note, I should really take a serious look at Equestria at War someday.) And all I can say is...

God damn. They went all-in on an April Fool's joke. I did hear about it but I didn't know they put that much effort into it. And even in the current version of the game, it's still very much playable!

To make a long story short, Nikolai Bukharin is still alive, just in some really obscure place in Russia where nobody knows or cares where he went. Bukharin somehow becomes a pony and calls himself Buckharin from then on, and proceeds to begin reunifying Russia with the power of friendship. Well, at least the Far East. The war between Irkutsk and Buryatia is weighted to drag on indefinitely so that you can get Yagoda and Sablin to stop fighting each other. The balance between pony and human is to be preserved in order to foster the continuation of Harmony. Eventually the Harmounious Soviet Republic will come to reunify Russia if done right, through both peace and war. Also, magical nukes. No, I'm dead serious about all of it.

Also, Crystals. The mechanic itself isn't anything to write home about it but choosing a decision has a unique sound effect, which I think is cool and should be implemented into more content not just in this mod but in others as well.

Naturally, the Americans get word of this, and so begins Project Ferus - some ponies are taken to a facility for experimentation and interrogation. Some of it is funny, other parts of it are quite dark. And the logs from the Project, as the game continues, are accessible to you. To top it all off, there are just over forty such entries, and they are all voiced. The voice acting is pretty decent if I do say so myself, and there's about 45 minutes of it, maybe more. It doesn't have a massive impact on gameplay itself but the worldbuilding is phenomenal, if not pulling feelings of melancholy and occasional disgust to the surface in some of them. The rest is, as the kids used to say two or three years ago, mostly "wholesome". Mostly. Other than cute parasprites almost causing a famine, among other things. I'm not sure why this much effort was put into it other than perhaps "why not", but then again there's a minor tradition it seems of actually releasing real content on April Fool's Day in certain Hearts of Iron 4 modding circles, e.g. Pax Britannica. And in the case of Ponylon, I think we're better off for it. There, I said it. An unpopular opinion.

Is it realistic? Fuck no, it's an (admittedly awesome) April Fool's joke with collaboration from the Equestria at War team where there's a portal between Equestria and this broken timeline's Earth! Is it fun? I'd say so. Is it happy? Sort of, if you ignore everything in Project Ferus. Is Yuri Gagarin part of this somewhere? You bet! Did I forget to mention the pony techs added? Up until now I just did.

But most importantly, is it magical? Perhaps it is, but maybe the real magic was the friendship we made along the way.

Would I recommend a playthrough, despite it technically not being canon? Hell yes I would, largely because it's unique but also for all the time and effort that went in to making it, for all of us to be sleeping on it. Yes. even if you're not big on ponies.

Next playthrough will be a "real" one, I promise. Might take a few days break away from the game to relax and actually enjoy the conclusion of spooky season, so it'll be up sometime the first week of November.
 
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Djinn

Banned
Just caught up with the Burgundy discussion.

Honestly, memes about the Hart and Seoul and all, but I think the devs should never even consider something as extreme as removing Burgundy from the mod. Burgundy was a major centerpiece of the mod's initial release, it set a lot of the tone and mood for the setting, it inspired other stuff that became highly popular and iconic as well (yes Funny Clock Man, I'm looking at you), Burgundian Lullaby is basically the theme song for the mod and it's sitting on 2,8 million views on youtube, and I think there's a very good narrative there. You could argue that Atlantropa was a big thing as well, but I feel Atlantropa was always kind of controversial and ultimately its existence would have tied up all Mediterranean content around itself, so maybe doing away with it entirely was the ultimately good call, but Burgundy as a general concept is a lot more malleable and can be reworked and changed around in order to keep the fundamental concepts while improving it to make it work better.

I don't think realism has anything to do with it either because the mod is completely based on nonsense that exists purely to make interesting stories and wild scenarios, from Japan not being annihilated by the US to Operation Sealion working, to Taboritsky and the Black League and entire fictional corporate Cyberpunk states based in Southern China.

Honestly, I think Kaiserreich has done this very well actually. Its reworks have consistently kept the iconic elements of the older versions of the mod while reframing them and reworking them in order to create more interesting scenarios. The China update was really good as it kept the Qing monarchy restoration and the German economic colonialism ideas while while placing them a context more rooted in the actual Warlord era events. The Russian, German and UoB rework also seem very promising.
Hopefully the TNO devs can find a way to keep the concept of Burgundy that was really cool in the early version of the mod (ultimate dystopian SS-ruled state, a regime whose toxic ideology has reached its ultimate conclusion and is eating itself out, a black scar in the middle of Europe, its attempts at manipulating foreign countries but preferably toned down to be less intrusive and within the possibilities of a country ran by incompetent fanatics, the ultimate insane nuclear plot) and make them work.

I think the plan is to rework the GCW as well so that it's not a giant civil war that devastate the country (and would realistically kill Germany as a superpower) but rather a power struggle between factions that can still be pretty violent, just without going full Spanish Civil War, and that the old lore about Burgundy being a rogue state that emerged after a failed SS coup is being changed so the SS coup hasn't happened but might happen in the future and Burgundy is still nominally part of the Reich. I think that with that idea you could have a lot of options to make Burgundy more interesting, have more paths and also be more believable (within TNO standards), so I hope the devs take advantage of that.
 
I've said it before, but I think the best path for the GCW would be a long power struggle as you gradually take out two other factions, only for the last one to launch a desperate uprising. That way we still get a brief paralysis of Germany's power projection without the total devastation of Germany (only one part gets wrecked).
 
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