I’ve been working on Chapter 4A of Lords of Infinity this whole last month, and it’s proving a particularly large project. I just topped 75k words, and it’s still not finished. Hopefully, I’ll be able to polish it off sometime this week or the next, and hopefully, the second version of Chapter 4 won’t be anywhere near as long.
Tag Archives: Update
As of this update, all three versions of Chapter 3 of Lords of Infinity are now finished, which means I’ve started working on the two versions of Chapter 4.
Both iterations of Chapter 4 are relatively large. Although I’m certainly going to try to get Chapter 4A done by this time next month, it may take somewhat longer than that.
As of this update, the second version of Chapter 3 of Lords of Infinity is now complete, which means I’m devoting my efforts to finishing the final version.
This third branch (Chapter 3C) is perhaps the most interesting of the three, at least, from a design standpoint. It’s going to be the rarest, since accessing it relies on the player making a series of very specific decisions in Guns of Infinity, and then importing that file over. My optimistic estimate is that maybe 5-10% of players will end up seeing it, or even knowing of its existence at all, unless they find out through forum posts or word of mouth (or this blog, for that matter).
However, this does not mean that this chapter is going to be any shorter or less fully featured than 3A or 3B. Nor does it mean that someone coming into the series fresh won’t be able to have a good time with the two chapters they will have access to (though the existence of the third version offers another incentive for newcomers to buy the whole series). It does mean that I’ll be able to essentially create what is going be a more or less “secret” storyline, full of unique content which will not only be a full chapter, but serve as a goal in itself, just like certain chapters of Guns of Infinity were.
I’m now working on the first iteration of the third chapter for Lords of Infinity. Chapter 3 is perhaps the part of the story with the most variation (aside from the endings), with three separate, completely different, but tightly connected versions. It’s going to be a challenge keeping track of all of them.
Chapter 2B of Lords of Infinity is still in the works. I vastly underestimated the amount of time I’d need to work on the “downtime” options (2B takes place over the course of a full year), but I should have them nailed down now. Theoretically that means the downtime options in the next few chapters should be easier to manage, though don’t hold me to that.
In the meantime, I am still busy working on (one of the iterations of) Chapter 2 of Lords of Infinity.
I’d just like to let everyone know that I am now well into working on Lords of Infinity, so these updates are going to get a lot shorter.
I was going to write about the political factions within the Tierran Cortes for this month’s blog post, but as it turns out, my supporters on Patreon voted for an article on the exact same topic.
As a result, you can find that article as the latest installment of A Soldier’s Guide to the Infinite Sea, which is now up alongside this month’s entry in An Adventurer’s Guide to the Fledgling Realms.
This month, I’m going to be talking about one of the subplots in in Lords of Infinity: the Army Reform Commission. Unlike the Budget Crisis, participation in this subplot is more or less optional: it’ll run its course whether or not the player chooses to intervene in it. However, this subplot may well have widespread long-term effects. At some point later in the series, the player may find themselves wishing they’d taken the opportunity when they had the chance.
The King’s Army went to war in Antar as a more or less entirely untested force. Its institutions and regulations were either adopted from those of the Takaran Richshyr, or holdovers from the conflicts which unified Tierra a century before. It was an army built on assumptions which the experience of the Dozen Years War have often proven inaccurate, misguided, or downright harmful. The officers who suffered the inadequacy of the old system returned from Antar with a long list of lessons learned, and an even longer list of ideas for how a better, more effective army might be trained, equipped, organised and led. Having witnessed some of the shortcomings of his army firsthand, King Miguel has ordered the creation of a Royal Commission made up of veteran officers to suggest changes to the King’s Army, and to ensure that the hard lessons learned in wartime are not forgotten in peace.
The Army Reform Commission is not going to be an easy body to join. Getting in might mean currying favour with Grenadier Square, or leaning on the friendship of those with the influence to get you a seat on the Commission. If the Dragoon Officer managed to make the right friends within the army, or has earn enough of a reputation as a tactician or a fighting officer, then they might have a shot. Alternatively, they could try ingratiating themselves with one of the political players in the Cortes powerful enough to influence who gets to sit on the Commission. That being said, such methods will always carry a price, one which the Dragoon Officer might not be willing to pay.
If the Dragoon Officer is able to get a seat on the Commission, they then have a whole new set of issues to deal with. Not every officer who served in Antar had the same experiences, and not every one of them came to the same conclusions. In short, there is a split within the Commission itself over which direction the Commission should take:
The so-called “Infantry School” are members of the Commission who want to focus on organisation and logistics. Although matters of supply and administration might seem “boring” to some, they are the foundation of a functioning army. Infantry School proponents want to overhaul the ordnance board, create a dedicated logistics branch, institute larger permanent formations, and subject junior officers to standardised training. In short, they want to make the King’s Army a better supplied, and better organised force, with an emphasis on a more centralised command structure.
The commissioners belonging to the “Cavalry School”are proponents of reforming and refining the “sharp end” of the King’s Army. They want an overhaul of the manual of arms, and a revision of drill and tactics from the battalion level down. Furthermore, Cavalry School proponents want a more permanent establishment of special purpose units (like the Experimental Corps of Riflemen) and an increase in the authority given to company/troop and battalion/squadron level officers to operate. The result would be a more decentralised army, composed of more independent units with more flexible tactics and commanded by officers with more freedom to respond quickly.
The terms are misnomers, of course. There are Infantry School proponents from the cavalry, and Cavalry School proponents who are infantry officers. However, the fact remains that if the Dragoon Officer joins the Army Reform Commision, they’ll have to choose a side to support, or try to walk the line between them.
The more astute readers among you might have noticed that most of the reforms advocated by the Infantry School and Cavalry School aren’t really mutually exclusive. A better supply infrastructure doesn’t mean that there can’t be a new manual of arms. Perhaps you’re thinking “why not both”?
That brings us to the last complication involved: the Army Reform Commission may have the King’s backing, but that doesn’t mean the Cortes has the political will to turn the Commission’s report into action. Tierra has just fought a long, expensive, and bloody war, and it has neither the resources or the inclination to spend a large amount of money overhauling its army. Not only will the members of the Commission need to lobby hard to get the Cortes to even consider funding their suggested reforms, but they’ll need to deliver a list of suggestions which enough of the Lords of the Cortes can be convinced to vote for. Given Tierra’s rolling budget crisis, that more or less means that the more expensive any list of reforms is going to be to implement, the harder it’ll be to get the funding for it.
If the Dragoon Officer manages to get a place on the Commission, the player will be able to make decisions regarding what reforms to back and what reforms to kill. But even if the player chooses other priorities, the Commission will still run its course, the decisions made will determine the shape of the Tierran Army in the years ahead. If Tierra goes to war again and the Dragoon Officer is recalled to service, then such matters may mean the difference between life and death.
P.S. I know, I know, I promised Cortes factions this month, but I wanted to get this one out of the way for more context. Next month, I swear.
As usual, new installments of A Soldier’s Guide to the Infinite Sea and An Adventurer’s Guide to the Fledgling Realms are now up, both funded by my supporters on Patreon. If you want to see more of this kind of content, feel free to donate. Patrons get early access, and the ability to decide what I write for next month at higher tiers.
Today, I’d like to talk about what happens in Lords of Infinity if you choose to set your Dragoon Officer up in Aetoria, the political and cultural capital city of the Unified Kingdom. More precisely, I’d like to talk about how to take advantage of that proximity to power and social prestige, and the primary method of turning that proximity to power into genuine power and influence in its own right.
As a Lord of the Cortes, the Dragoon Officer already possesses a measure of political power tied to their birth and noble title, along with whatever his accumulated wealth and military repucation can get him. However, he is still a very small fish in a very large pond. There are nearly six hundred seats in the Cortes, and no matter what happens, the Dragoon Officer can only personally sit in one of them. If the Dragoon Officer wishes to acquire real political power, then he must find ways to influence others to follow his lead, so that he can not only control his single vote, but others as well. To do that, the Dragoon Officer must have access to his fellow Lords of the Cortes, not just physically, but socially as well. To amass and exert influence over others, he needs to make himself seen not just as one more face in a very large crowd, but as an individual player, one known to others as a figure worth trusting and working with.
He does this by joining a club.
Private clubs are a longtime and prominent fixture of Aetorian society. Located in private and well-furnished premises, they allow like-minded individuals of means (usually banebloods) to interact in a casual milieu. In the Cortes, the Dragoon Officer is one voice among hundreds, but in the sound-proofed rooms of a private club, he is able to speak privately and candidly with other club members, in places where they are almost certain not to be overheard. The outcomes of Cortes votes are often determined by backroom dealings, and private clubs are the backrooms.
The clubs themselves are well aware of this, of course, and most are very selective about who they allow as members. The more prestigious a club’s membership is, the more exclusive it becomes, as the great and the good take pains to ensure that they cannot be inconvenienced by the presence of their “lessers”. If the player intends for their Dragoon Officer to wield real political power, then they’ll have to find a way to meet, or sidestep the often-stringent requirements for membership in one of these private clubs. If they succeed, the Dragoon Officer could be rewarded with a level of access and influence among the major players of Cortes politics vastly disproportionate to his relatively humble standing within the Tierran aristocracy.
Likewise, the player will have to be careful of which club to pursue: the Dragoon Officer can only join one, and each club has its own requirements and advantages to membership. For example, the extremely exclusive Rendower Club will only accept members with royal blood, which means an Aetorian Dragoon Officer (with a distant, but certifiable link to the House of Rendower) would be able to get in far more easily than a Wulframite or Cunarian Dragoon. However, getting in means getting to interact on familiar terms with closer relations of the royal family, including major players within the Cortes.
Players preferring to amass wealth instead of political influence might find it a better idea to try and get themselves into the somewhat less-prestigious Shipowners Club, one of the few private clubs in Aetoria which allows membership to the baneless. A rather less hidebound organisation than the Rendower, the Shipowners are primarily business-oriented, and count among their members the heads of shipping companies, banking houses, and some of the foremost captains of Tierra’s naiscent industrial economy.
Of course, these are not the only choices. There is also the prestigious Admiralty Club, the firebrand Reform Club, and the newly-formed Overseas Club, the latter founded to allow veterans of the War in Antar to keep in touch. What club the Dragoon Officer chooses to join will determine the political players, factions, and ideas he is exposed to. It will make certain paths easier, and others much more difficult. It is a choice which will determine just how much the player will be able to access and influence the political leaders of the realm. As Tierra grapples with the repercussions of their long war with Antar and the very soul of a kingdom is debated and voted upon on the Cortes floor, it may become a choice which will determine whether the kingdom emerges from its postwar crisis better off, worse…
Or at all.
New installments of A Soldier’s Guide to the Infinite Sea and An Adventurer’s Guide to the Fledgling Realms are up. As usual, these worldbuilding articles are funded by my backers on Patreon. If you’d like to see more of this sort of content, or get perks like early access and the ability to vote on future articles, then please chip in if you can.