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Australia’s historical path is about the balance between placating British demands, and prioritizing domestic needs; just like Australian leaders walked the tightrope in the 1930s, players will do so now. By promoting either the continued rule of the governing party, or the rise of their successor, players will through elections unlock focus clusters that represent the policies of one of the two democratic parties.
As an effect of this, elections will hold importance despite them not leading to a switch of ideology. To represent the elections’ importance and current status, Australia’s focus tree will contain a ‘Democratic Elections’ window. Besides displaying the ‘Expected Winner’ of the next election, and when that election will be held, players may launch a ‘Party Campaign’ for either party, that over time will raise popularity by the cost of Political Power. Other player actions, such as certain focuses and events, will indirectly also impact democratic party popularity.
The unlockable focus clusters will be represented by a golden wattle focus frame, accompanied by the UAP or ALP logo. Below the focus text is shown how many wins a party must have had for the cluster to be unlocked. Once a focus has been unlocked, it can not be locked even if the governing party switches again, so you are never time-gated to actually complete these political focuses.
The different democratic parties definitely had their own policies, but so did the different prime ministers. Although John Curtin, without doubt, holds a top spot on the list of Australia’s most prominent leaders, other figures contributed to leading the nation through World War II too. We’re happy to present — from left to right — all new playable democratic leaders: Joseph Lyons, Robert Menzies, Billy Hughes & Ben Chifley.
And although we don’t intend to spoil the surprise of Australia’s new advisors just yet, we can’t help ourselves when it comes to these two. Please welcome the controversial Jack Lang, and the reliable coalition partner Arthur Fadden.
Leaving the strictly democratic content, there are a few historical matters that would impact whoever would have led Australia. And so, content-wise, they will. Starting off with one of the central systems for both democratic and non-democratic players: the ‘Cabinet Trust’ decision system. Following the Canberra Air Disaster, a tragic plane crash that killed highly respected military advisors, Australian politics got rocky. Support for the sitting government was already wavering due to failing trust in its war policies, and the loss of important war advisors did nothing to aid the situation. Historically, about a year after the Air Disaster, the sitting ministers were forced to resign by a non-confidence vote, and John Curtin’s government took their place.
Besides the common Industry and Army branches that will be elaborated on below, there will be an additional common branch: Populate or Perish. As mentioned previously, low birthrates had in 1936 long been a national concern. Not only did a small population negatively impact industrial and economic growth, but it also made an army more difficult to raise. Players can tackle this obstacle by altering immigration policies, increasing nationwide welfare, and repealing restrictions in military recruitment, resulting in an increase in both civilian and army numbers.
Moving on to the industrial side, we’ve done something a little different this time. Democratic and Fascist branches share one industrial branch, while the Communist side has their own. For today, we’re just going to be covering the former. To find out about the latter… well, you’ll just have to wait until Australia: Part 2!
All ideologies will need to contend with the Great Depression, with reductions to the imposed penalties scattered throughout the centre of the branch, and the effects being removed entirely with the “Recovery” focus.
Speaking of resources, we’ve reworked Australia’s distribution of them. They now start with slightly fewer, but using the above decisions boost their resource output significantly in time. While they’ll never rival Indonesia in pure export capacity, it can certainly lean heavily on it, and of course are a more lucrative target for expansionist rivals.
They also have a solid spread of industrial concerns available, with a handful which can be upgraded further. Here are a couple of highlights:
Since becoming a dominion with its own military, the Australian Army was centred around a militia force responsible primarily for home defence. When Britain called upon Australia to serve abroad, a separate expeditionary force would be raised for overseas service. In the case of the Great War, for example, Australia raised the First Australian Imperial Force (AIF), which served in North Africa, the Middle East, and of course Gallipoli. Outside of this, by law the remaining militia forces could not be deployed overseas.
Australia therefore begins with significant obstacles to overseas action. However, as you may know, during the Second World War Australia became particularly well known for its combat tenacity across the globe. So how do we represent this shift? Expeditionary Forces.
We’ve introduced a new general trait: the Expeditionary Leader. This trait provides a dramatic bonus to both attack and defence when fighting in non-core territory. It also comes with hefty penalties to command capacity, with a general only able to effectively handle 6 divisions instead of the usual 24, and field marshals limited to just 1 army instead of 5. In this way, countries like Australia can provide highly potent forces abroad, but only in limited numbers.
Manpower is another major concern for Australia, and something that will always be in short supply. Alongside a relatively small population, Australia cannot simply increase conscription at will. Instead, it must build the political will to enable it. Focuses such as the Second Australian Imperial Force include a small symbol indicating that they unlock an increase in conscription law by one step. It does not matter in which order these are taken, they will always increase the cap by one step, though you must still pay the 150 political power cost.
The final part of the Australian army tree we want to highlight is the ANZAC spirit branch. The Great War, and Gallipoli in particular, became a defining aspect of the Australian national identity. The experiences of this conflict shaped not only the world’s perception of Australia, but also how Australians saw themselves. We wanted to highlight the distinctive attitude to war often associated with Australian forces, sometimes referred to as larrikinism. This is best described by the focus itself, and is one of the very few instances of a focus granting a flat bonus to organisation rather than a percentage. When Australians commit to a fight, they stick to it!
One thing which surprised us during our research into Australia is that by the end of the Second World War, the Royal Australian Air Force had become the 4th largest Air Force in the world. We wanted to reflect this in the design of the air branch, so Australia gains a fair number of free military factories and production bonuses down the right-hand side.
Australia is an island nation, so its naval power is naturally of great importance. During the Great War, the Royal Australian Navy was a significant regional asset. However, in the interwar years it was dramatically reduced in size, and the early part of the focus tree is dedicated to rebuilding it.
PSA: until an Expansion Pass’s DLC releases it shows the full Expansion Pass price. Let’s clear up that confusion right now.
But wait, there’s MORE. Our first Thunder at our Gates Developer Diary: Australia: Until the Tide of Battle Swings will be unlocking imminently. So visit the link and keep mashing that refresh button; or, if you can get it, go get yourself some tea, coffee, or other beverage and come back soon.
To check out Expansion Pass 02, click HERE or the image above for more information!
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