Thread: CONUS Factions
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Old 01-27-2024, 01:54 PM
castlebravo92 castlebravo92 is offline
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Additional (micro, maybe) factions:

ODA/special forces detachments on stabilization & insurgency/counter-insurgency ops (MilGov and CivGov): given that much of the country is either out of control, or in control of hostile actors and the real limits on CivGov and MilGov resources, I think ODA teams (real and erzatz) would be sent to places like Texas or Arkansas (or to CivGov areas for MilGov units and vise versa) to help train, organize, and control resistance movements against Mexico/USSR/New America, etc. In other areas where it's not total chaos, but areas are de facto independent (and thus insular), these same teams could serve as stabilization forces to win hearts and minds for an eventual return of government authority (help build wells, provide medical treatment, organize and train militias to defend against marauders, etc). Incidentally, these are good player party mission vectors for parties that still want to be part of an established hierarchy.

CIA/DIA - Personal bias, but I tend to view intelligence agencies a bit more sinister agents, but similar to today, I could see intelligence agency hands behind supporting one warlord over another, arranging arms or food shipments, using warlords as proxies to coerce other communities into doing x. The difference is, the warlords would be on domestic soil. Thus, while you have games like New America trying to bribe the 104th Infantry Division, you might have the CIA trying to get the Texian Legion to come over to CivGov, or New America enclaves playing both MilGov and CivGov, or MilGov trying to use the Maine New America enclave to increase their foothold in New England, etc.

In terms of major actors, you have (in decreasing orders of complexity):

1) State powers claiming authority over the United States (CivGov, MilGov).
2) "Revolutionary" power claiming authority over the United States (New America)
3) Breakaway states (Texian Legion in East Texas, Cascadia / Proconsul in PNW)
4) Invading powers (Mexican factions)
5) Insular communities / areas outside "state" control, but not part of a coherent polity.
6) Refugee communities / migrations (some quite large)
7) Marauders

Higher levels of complexity means more internal factions and intrigue. Think back to the Iraq war when the Sadr aligned militias started attacking coalition troops and bases, and then the US military crushed the militias, had Sadr surrounded, then the CIA rode into his rescue. So, the military sends in the player party to build up the resistance to Mexican forces in Texas, but if the players are too successful, maybe the DIA subtly sabotages the player and the community(ies) they are helping by tipping off the Mexicans so both are weakened in the struggle and MilGov can sweep in and take over again.
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