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Brought to you by... Someone. (And no, I haven't modded (And never will) SC into HOI4.)
Credit for stats goes to Hoi4 Wikia - especially for United States page: https://hoi4.paradoxwikis.com/United_States
(In a nutshell: Somewhat Pre-War America from Fallout, but instead of hating on commies, it hates monarchists)
Starting ideology, and government type: Fascist, with a significant Communist, and small Non-Aligned, and Democratic support
Difficulty: Recruit (Expansionism after the collapse), Veteran (Trying to keep the Commonwealth together)
Capital: Neo Washington
Starting population: Approx 5 billion (Including subjects, and autonomous states), about 70 million (Lands held by central government)
Faction: World Commonwealth
2. National focus
– 4.1 Diplomatic rules
– 5.1 National Spirits
– 5.2 Ideology
– 5.3 Leaders
6. Staff and Designers
– 7.1 Laws
– 7.2 Industry
– 7.3 Resources
9. Strategies and Guides
– 9.1 A proper government
– 9.2 Reconquista
– 9.3 Change in management
If political power is in negatives, and stability is low, SC's abilities to act will be limited, and Commonwealth will be more unstable. If too many nations break away, SC will receive an event of ''dynamic uprising'', which will essentially reduce it to the territories of East Columbia.
A special event will mark the creation of a proper, federal SC, which will change, depending on ideology. However, it should be noted, that you will still get events of states revolting, but instead of collapsing in one, enormous revolt, most of the states will actually side with you. Special event is also for SC's moon campaign.
Navajo revolt (Happens only after the Commonwealth falls apart) is an unique event in a sense, that it is one of the few playable Native factions. (For an example, you get Iroquois reservation unrest events as New England, but they aren't a playable faction) Your goal is to secure all of Colorado from the Rockies, and establish your own state. You will get focuses to call help from other Natives, and Navajos outside Colorado, salvage power armor, or even activate securitrons. If you capture, and hold all of Colorado for 6 months, Rockies will sign a white peace with you. However, if Rockies recapture Denver, counter will be reset. After the victory, in political tree, you will be able to decide the future government of the nation - either cling to the remaining republican trappings, or elect the Chief as the first King.
Surprisingly, a lot of events deal with the change of generations, especially social and technological differences between the army commanders and field marshals - for example, from all of SC's Canada's commanders, one is a man over 75, and a senile member of the Old Guard of Party, who regularly wears a retro WW2/30s uniform, while other is a girl in her mid 20s, with a sniper rifle and red headphones with white maple leaf on them, and has less formal attire, akin to this (Imagine with red headphones and white maple leafs on them - SC's nationalism seeps everywhere.
SC's focus tree is split totally in 6 branches - one deals with its internal central government politics, and will decide the future of the Commonwealth ideologically wise. The second branch is industrial branch, where you can research more advanced weaponry, and even prepare early space programs, and although they will not let you settle on the outer bodies, they will trigger an event chain, and gains of stability, and political power. Third branch is about improvements of land army, fourth - about air force, fifth - about navy, and finally, the sixth branch is about SC's relations with the rest of Commonwealth, and gives options to invest in the regions, strike at secessionist movements within, ensure political stability, and eventually form a federal government, coring all of the world, and giving enormous amount of manpower, factories, and resources. However, there are a few focuses after that - mostly focused on dealing with revolts of less loyal governors, and enforcing of order, but a few of them also will let SC to invest in its regions more, and even decide its future space diplomacy.
Fascist path keeps the government in power, and first focuses in this path focus on stability issues, and opposition in the Party. After the focus ''Clear Government'' has been taken, political tree splits in two branches again - first is focused on gaining support within society, between military companies, and regaining trust from those, who have lost it. If Tom shuts off, but the branch hasn't been finished yet, you can still continue down, even if Kian doesn't win the election.
Second branch is an optional one, as it will remain locked, until Tom has shut off completely. In order to open it, you will need to not repair/upgrade Tom through decisions. It will pave a way for power struggle, and heated Party's elections, where either populist Kian, religious Evans, or corporate Stafford can be elected. Evans can eventually end Native autonomies, and try to increase protestant influence in the rest of the Megastates, while Stafford can revoke protection laws for natural objects, and loosen the labor rights, in exchange of extra resources. Kian, on the other hand, can try to focus on a rural economy.
Communist focus tree will result in Party's left wing taking hold between young officers, factory workers, and disillusioned democrats, and eventual ''Great Strike'', which will start a short civil war, with Neo Washington being completely surrounded by socialist forces, and a large portion of industrial provinces and cities in rebel hands as well, while most of rural communities will side with the government. Although rebels will start off with more troops than Tom's (Or other leader's) loyalists, Neo Washington will be guarded by some of the best SC's divisions, so breaking through might provide difficult. Key is to take the capital, as then government usually surrenders. However, player must keep an eye on the rest of front too, as loyalists have troops outside capital as well, and can attack from the back.
If revolt is successful, rebels will get a decision to deal with Tom (If he hasn't shut off completely) - either to destroy, or reprogram him. Shortly after that, focus tree will branch out again, as power struggle will begin as well - either marxist, or anarcho-syndicalist faction can take over. That later will affect the tactics of SC's capital region as well, when dealing with other regions - you might pick either direct army confrontation, or infiltration, and asymetric warfare.
Democratic path provides two options - either democrats can try to get in power through allying with parts of the Reformist wing in focus ''Useful alliance'', or try to storm the government house in Neo Washington through focus ''Sic semper tyrannis!'', which has a 50% of chance to succeed. If it is successful, you can go straight to ''Trials of the dictators'', which will give you several options, of how to deal with supporters of the previous regime, and leader himself. If storming fails, Democratic forces will start a civil war, which will typically be in player's favor.
After tensions have calmed, you can either elect a conservative candidate, which will enact a strong constitutional checks, in order to defend democracy. The end focus ''A conservative republic'' will give you a daily popularity gain for Democratic ideology. Same bonus will be given for Liberal ''Equal opportunity for all!'', and socialist ''Bread and roses'' path, but one of them will focus more on economic issues, while another - on social issues.
Non-Aligned path will result in a takeover of a centrist dictator, partially with Kian's, and SC's national guard's help. Unlike with some of the other political paths, this one will focus on appeasing the army, and building military factories immediately. Only later in the focus tree you will be able to pick the economic direction - stay with command economy, abolish it in favor of regulated capitalism, or go even further, and deregulate it. (Laissez-faire) First option will change nothing, second will give boost to production speed, while third will give an even larger boost, at expense of political power. Focuses ''redemption'', and ''punishment'' will decide, what to do with the rest of the political groups, and opponents.
NOTE: All political paths will result in world federation/expansionist foreign path.
This will let SC industrialize its capital region even further, by giving both civilian, and military factories, along with boosts to infrastructure building speed. In the tree, you can also choose between moderate, and aggressive industrialization - later option will add more factories, and increase research speed, but it will decrease stability, as rural communities will most likely not be pleased about it. You can also take focus ''Underground factories''.
Military tree is mostly basic, with improvements on overall army performance. However, you can pick, what path in development to choose - either to continue to work on power armor, or prioritize tanks instead. You can also pick the SC's stance on rules of war as well - between ''Even evil has morals'', which will increase stability, and decrease the partisan resistance, but in exchange of a bit of political power. ''Victory at whatever cost'', on the other hand, will make you lose stability, and partisan resistance in occupied territories will increase as well, but will increase your political power a bit. You can also receive significant military research boosts, which can make cranking out new technologies at ridiculous speed.
At the beginning of the tree, you have to pick between two focuses - one will put more money in nuclear powered submarines, which can fire very long range missile weapons, but other will instead put money in mini-nuke cannons for destroyers, which would be able to safely shell enemy positions from far away, without being hurt by the fallout. The rest of the tree mostly focuses on the rest of navy.
Air force tree
The air force tree improves overall speed, armor, and weapons of the jets, and you can decide, if to focus on vertibird production, or try to modernize bombers instead, in order to create a mix between a jet, and a bomber. It also lets you to arm the planes with plasma cannons, which will improve the piercing, and even develop early space fighters, although they will probably have no use (Unless you try to reconquer territories after collapse), as they can be researched only in late game.
Foreign policy tree
Foreign policy tree appears only when you have completed the political tree of SC, as those trees are closely tied together - your actions in political tree will affect your political trees focuses, and your gameplay will depend from that. Although the SC's approach of ''less talk, more work'' on regional relations, and improvements on things like infrastructure has somewhat worked, a lot of regions still feel resentment against Tom, especially considering the fact, that SC's leaders often are too full of jingoism and pride to apologize for wrongings, at least in words.
Foreign policy tree will mostly focus on keeping regions together, and preventing separatists. Keep in mind, that as time goes on, there is a larger chance, that some of the countries will try to break free with their assertive foreign policy tree. (Only a few regions don't have an option to break away) Keep in mind, that some of them will involve dealing with revolts, and the willingness to stay within the faction will depend, on how successful you are. If you fail to contain situation, before it goes out of hand, chance, that more states will break away, is more likely. Some of the Megastates can even proclaim rival governments, and challenge your power. (The most insane example would be Midwest National Anarchists getting claims on all of other Megastates, and forming National Anarchist Communes of America after annexing all of other Megastates, offering wacky decisions and focuses such as ''regression to counties'' as a preparation stage, and raising militias from states, ''drain the swamps for factories'', ''voluntary test subjects'', ''War against cougars'', ''mend the rift between countryside and urban areas'', ''ruralize'' cities, and ''ostracizing statists''.
Of course, some negotiations might not succeed, so there are alternative focuses for secret operations, in order to replace the governors with more loyal ones. However, if it fails as well, SC will receive a massive hit in stability, and then it becomes way harder to keep Commonwealth together.
There is an alternate path, however - if player thinks, that they can't keep the alliance together anymore, they can take a simpler path right from the federation tree, which will focus on war preparations, and fortifications across the border instead. With that path taken, however, Commonwealth's collapse is almost inevitable.
(One of the focuses is called ''The unthinkable option'', with image being a bunch of religion symbols and a globe, focusing on establishing religious fundamentalist alliance towards fight against atheism in SC.)
If you don't suppress UDU enough through SCPS decisions, you will get an event, where you either will be available to play as them, or continue playing as SC. Playing as UDU is notoriously difficult, as most of your units are militias, and in an open battle will most likely lose to any SC's units, so you must use decisions and partisan warfare wisely. However, through focus tree you can continue expanding your network within Canada by infiltrating various competing resistance groups, gather more supplies, intensify the attacks, and wait for right moment to strike (SC's collapse).
When the right time has arrived, UDU will start a massive uprising in Megastates (In SC's Canada as well, if player has built up the support and network there enough), and try to defeat the opposing factions. Player should focus on taking out the enemies from weakest to strongest, as Pacifica's power armor units would be hard to counter in the early months. More decisions, and civil war tree will be unlocked at uprising's start. After UDU has defeated one of its opposing groups, an event will appear about the fate of the faction's members. While the democrats from normal SC's path will rise up, they will be at war with UDU, due of clash of viewpoints.
After winning the conflict, player will have a possibility to keep the capital at Neo Washington, or move it to Neo Sacramento. Windigo's path will be about rebuilding from the conflict, purging the supporters (Note: Depending on Windigo's mental state and drastic decisions taken, it could turn very nasty) of the old regime, separating church's and government's power, and attempts to move towards democracy, or at least hybrid regime, along with the fate of national partisans, marxist-leninists, anarcho-syndicalists, and other groups within UDU. As civil war would have taken many lifes, and UDU's neighbors would not want to give up their power, Windigo's tree would also focus on rebuilding the military, giving the choice of either basing the army on partisan legacy, or draft an offensive army. As for foreign policy, the focus ''Enemies on All Sides'' will open a section of how to deal with SC's neighbors, who are still totalitarian. Extreme measures like ''every building a bunker'', or ''no luxury'' can be taken in the ''prepare for the last fight'' section. In the ''Message to the tyrants'' section, UDU's fighters can cross the border to start a civil war in former SC's Central America, and send in the bombers to deal with Central America's major cities. (Unlike with SC's Canada, you have to fight with using Central American resistance as proxies, and can't annex the land directly)
Windigo's death will open up a new political tree with three choices - ''Windigo's legacy'', which will continue to work towards a representative democracy, and will relegate UDU to serve as new Commonwealth's military, and establishing a multi-party system with approved parties (In order to prevent electing a totalitarian, because it would take century, or even more for Tomist thought to lose its influence on SC's people), and possible ''democratic crusades'' against totalitarian remnants in Americas. ''Keep the hybrid'' can happen, if UDU gets too comfy in their seats, and decide, that ''hybrid regime might as well be the end of the road''. UDU will remain in power, and while other factions will be around, UDU will always win with either a small margin, or overwhelming support, and the parties will more and more start to reflect the dominant thought in UDU's ranks, rather than separate parties. ''Return of the Totalitariat'' is the most authoritarian path, led by radical students and old men, which became disillusioned with the new democracy, have a nostalgia for the ''good old days'', or a mix of both. If they hijack UDU, they will start on working of creating an ''idealized past'', with focus like ''redeeming SCPS'', ''Criticizing Windigo'', and others. UDU remains non-aligned for a while, but gets modifiers of daily fascism support, eventually coming down a ''full circle revolution''.
It starts off with totally 6 research slots, and with some research speed buffs. Its technology is mostly modern, and sometimes even futuristic, but a lot of its equipment is outdated as well, especially items seized from stockpiles of the former disputed zone. Due of that, it mostly gives those weapons to weaker divisions, which are more suited for defense, than offense. Also, not all regions are equally advanced, so some of the regions start with slower research speeds, and worse technology. SC itself is one of the most advanced regions in the Commonwealth, however.
It can also recruit scientists from the newly occupied regions, increasing the research speed even more.
One of the main focuses is industry, along with military, and electronics. Its naval, and air tech are also one of the best, and even the rebuilt British navy can't really match with them. However, it is a bit weaker on ground warfare.
(While large parts of the technology and research trees are generic SC's tech, all nations on map have a few unique units and techs - like the Chinese nations have a few unique tank models or units in tech tree)
Technologies (Adjusted to 2050s)
- * Army Technology: Advanced laser rifle, Power armor, PMT Marines I, Nuclear powered tank, Field Hospitals I
* Naval Technology: Montgomery Class (Destroyer I), Modern cruiser I, Bradley Class (Nuclear submarine I), California Class (Battleship I), Amphibian trucks, Advanced U-boats, MacArthur Class (Heavy Battleship I), Operative support advanced boats
* Air Technology: Advanced jet fighters, Light Vertibirds, PMT Sikorsky Helicopters, Napalm Bombers
* Electronics & Industry: Advanced robotic machines
- * Land Doctrine: Superior Firepower
* Naval Doctrine: Base Strike
* Air Doctrine: Battlefield Support
Silver Commonwealth directly controls only a bunch of the Eastern US states (Kentucky, West Virginia, Virginia, Ohio, New Jersey, Pennsylvania, Delaware, and Maryland), commonly referred to as the ''East Columbia''. Rest of the world territories are controlled by a complex web of subject states, and warlords. (Territories of Megastates start off as puppets, the rest of the Commonwealth governments - as dominions)
All of SC's regions are guaranteed by it, and each of them has signed non-aggression pact with each other, and are a part of the same alliance. (However, if someone does break off, or gets kicked out from the faction, they lose all guarantees, and all alliance members either get puppet wargoals on them, or/and event to embargo them, resulting in debuffs. So, if playing as one of the regions, it is not recommended to break off early - fighting in multiple fronts would be a very challenging, if not impossible task.)
Silver Commonwealth starts in the ''World Commonwealth'' faction (Only faction in the world at start), along with the rest of the states in world. They are one from the few regions, which can't leave the faction.
It requires low world tension for SC to intervene in conflict, and their actions are also controlled by their ideology, and their faction's ideology. Due of that, it might screw up an early game secession run, as you will soon find yourself against full strength of its faction.
- * Can declare war on country of the same ideology group without a war goal? No
* Can Guarantee other Ideologies? No
* Can join Factions led by another Ideology? No
* Can create Factions? Yes
* Lowers World Tension with Guarantees? No
* Can puppet a country? Yes
* Can justify wargoals against a country that have not generated world tension? Yes
Dreams of a Commonwealth
A world Commonwealth has always been a big dream of the SC's leaders, and finally it has come true - at least to an extent. However, for now, it is far from an united force, but rather an union of squabbling states.
Daily Democratic support: +0.1
Daily Non-Aligned support: +0.1
Daily Communist support: +0.1
Daily Fascist support: +0.1
Daily Political power gain: -0.2
A Planning genius
Factory output: +5.00%
Supercomputer Tom is perhaps the most advanced supercomputer in SC, and he is equipped with strong processors, which help a lot in planning of the economy. He also is an unifying figure, which holds together peoples from Megastates to Kamchatka.
War goal justification time: -20%
Military Factory output: +10.00%
Weekly national unity: +0.1%
Mobilization laws cost factor: -10%
Partisan effects on us: -6.00%
Division attack: +20%
Commonwealth has a long history of military traditions, and most successful soldiers are often venerated. Strong ties in military also keep the populace in check, and being allied to military companies might come with some advantages in terms of army equipment, and armor.
Ideology drift defense: +20%
While SC's constitution gives it some legitimacy, and relative stability, some accuse it of being a ''code of law'' instead, as it almost doesn't protect any rights of the citizens, and mostly focuses to keep the Party in power.
Silver Commonwealth starts off as a dictatorship, with elections only after leader's death, resignation, or impeachment. The ruling party is led by Supercomputer Tom.
As elections are held only after leader's death, Supercomputer Tom can stay in power for a long time. However, as game goes on, the risk of fatal malfunction increases. So, depending on luck, you might be able to hold elections, where either Kian remains in power, corporates take over, or Christian evangelists take power. (If you regularly repair Tom through decisions, Kian will remain just a PM, and neither corporates, or evangelists will be able to seize power, as they can do it only after Tom's malfunction.)
You can switch ideologies only through focuses - you can't pick an advisor to boost ideology. Each first political focus will give a small ideology boost towards that faction, which you have picked. Keep in mind, that other branches of focus tree are locked, until you have finished political branch. Party, and leaders will change, along with flag, and name. (Unless you stay fascist, then name, and flag remains the same) Most of the ideologies will have the same election system as at beginning, however, with democracy, you will be able to hold your first elections, after situation has been stabilized, and pick one of the three sub-ideologies. Also, elections are regular with democracy, unlike with other ideologies.
Depending on choices, either a civil war might break out, or one of the parties might demand a referendum of government change. (If you stay fascist, government will be entrenched instead)
- * Name: Patriotic Republic of America
* Leader: General Jack Norton
* Ruling Party: Moderate Jacobin Party
* Sub-Ideology: Oligarchic
* Faction: World Commonwealth
* How to get in power: Pick ''A Pragmatic Junta'' focus, and go down the (relatively) moderate path, which will result in expulsion of radical forces from government, and curtailing of democratic factions, creating a centrist dictatorship, with military in charge.
As this path will include realpolitik, and lots of negotiations, less regions will be rebelling, which will make taking them back easier with the divisions, factories, and manpower from territories annexed and cored by negotiations. Also, unlike with other paths, this has only one leader choice.
Name: Democratic Pan-Human Federation
- * Leader: Mason Graham (Conservative), Olivia Joyner (Liberal), Taylor Ewing (Socialist)
* Ruling Party: Party of Liberty
* Sub-Ideology: Conservatism (Graham), Liberalism (Joyner), Socialism (Ewing)
* Faction: World Commonwealth
* How to get in power: Pick ''Dreams of democracy'' focus, and go down the democrat path, which will eventually lead to the ''Second Revolution'' path - it will be either launched by a swift coup, or a revolt within territories controlled by central government. (Outside regions will not be involved) After that, democratic reforms can be implemented, and a new constitution drafted by ''A proper constitution'' decision.
Later, you can announce the first elections, where you can pick, who will win - liberals, conservatives, or demsocs. Keep in mind, that your stability will be quite low during the first months, and more states will break away from the Commonwealth, as their dictators will not want to give power away so easily.
* Name: The Syndicalist Republics of Silver Commonwealth
* Leader: Supercomputer Tom (Starting leader), Kian Kirk (Populist wing, takes power, if Tom suffers fatal malfunction), Derrick Stafford (Chamber of CEOs. a.k.a Corporate wing) Father Evans (If Christian party manages to seize power)
* Ruling Party: The Party, Christian Party (If Evans takes power)
* Sub-Ideology: Fascism (Supercomputer Tom and Kian Kirk), Rexism (Stafford) Falangism (Evans)
* Faction: World Commonwealth
* How to get in power: You start off with them as ruling party, so the fascist branch will focus on keeping them in power. With picking focus ''Star shines unbroken'', you will be able to further cement Party's power, and reduce power of both liberal opposition, and left wing of the Party. Keep in mind, that it will hit you with some debuffs, and you will need to spend political power to appease the military as well.
As time goes on, Tom's chance of fatal malfunction increases. You can use decisions to upgrade Tom, and reset the timer. However, if Tom shuts off forever, a power struggle will begin, in which either Tom's protege Kian Kirk can keep power, corporations under Derrick Stafford can establish a corporate state, or religious fanatics under Father Evans can create a theocratic regime, and reset reformist wing's reforms in process.
* Name: World Socialist Republics
* Leader: Patrick Gill (Marxism), Adrien Martin (Anarcho-syndicalism)
* Ruling Party: Party's left wing/Socialist Party of the World (After takeover)
* Sub-Ideology: Marxism (Gill), Anarcho-syndicalism (Martin)
* Faction: World Commonwealth
* How to get in power: Pick the focus ''Left wing's betrayal'', in left political branch, which will increase daily communist popularity gain, and when it reaches 55%, give an option to seize the government through coup, or a revolt. If it is successful, ruling party will change to ''Socialist Party of the World''.
After some time, either anarcho-syndicalists, or Marxists will duke out for Chairman's seat, and foreign policy might change, depending on choice. Other regions will also get events, on how to deal with this. In general, less states are likely to join, if left wing path is taken, which is compensated by pretty strong bonuses.
(Only the most important designer is listed)
Political Advisors: Brent Zimmerman (Captain of Industry), Kian Kirk (Prince of Terror), Corey Martin (Silent Workhorse)
Tank Designer: Ford (Light tanks)
Materiel Designer: Colt's Manufacturing Company (Infantry Equipment Designer)
Ship Designer: BAE Systems (Navy and submarines)
Aircraft Designer: Boeing (Heavy aircraft designer)
Industrial Concern: General Atomics (Electronics Concern)
Military theorists: Kyle Russell (Nuclear Scientist), Morgan Miller (Air Warfare Theorist), Scott Harvey (Superior Firepower)
Service by Requirement: 10.0% Recruitable population
−10% Dockyard/Factory Output
−10% Construction Speed
+20% Training time
Partial Mobilization: 20% Consumer Goods Factories
+10% Military Factory construction speed
−10% Civilian Factory conversion cost
−10% Military Factory conversion cost
Export Focus: 50% Resources to Market
+10% Dockyard/Factory Output
+10% Construction Speed
−5% Research Time
SC is very advanced industrially, with quite a few naval dockyards, and military factories, along with tons of civilian factories. However, some of the crucial resources it gets from other places, and without them, factories couldn't produce equipment for the army, and as it is pretty large already, it would hurt it in the long run.
Most of SC's capital region oil is in the mountainous Virginia, Ohio, West Virginia, and Kentucky. It has some steel, and aluminum as well, along with tungsten, but it lacks rubber, and chromium, which it usually gets from the rest of Commonwealth. So, in case, if the Commonwealth breaks apart, SC's capital region might suffer from shortages of rubber, and chromium.
However, it still has a potential to become a powerhouse, by blobbing up the territory, and getting more resources, along with factories.
Despite having one of the best army units in the world, they are way too few at numbers, and are mostly stationed in the capital. A large chunk of the SC's capital region's armies consists from the weaker infantry divisions, or national guard units, which are scattered all across the region. It has some infantry, and even tank divisions, but again, they are too few in numbers. Still. that brings up the amount to considerable 25 divisions.
Tank unit list (Most commonly used)
- * Nimitz (Next-gen tank)
* Wasp (Light tank)
* Modified Sherman (Medium tank)
* Advanced Patton Tank (Super Heavy tank)
SC's capital region's navy is the best navy of all of the Megastates, being more powerful than even the navy of Pacifica, and England. Still, navy is one of the weak spots of SC's capital region, as it is not nearly as large as all of the navies of Megastates combined, not even talking about the rest of the Commonwealth members. Still, it possess more than 200 destroyers, 80 submarines, 30 carriers, and many other naval fleet members, including coast guard boats, which would be capable to take down even some of the other region destroyers.
Naval unit list (Most commonly used)
- * Virginia Class (Carrier)
* New York Class (Battleship)
* Florida Class (Battlecruiser)
* ''Floating fortress'' (Heavy Cruiser)
* Omaha Class (Light Cruiser)
* ''Breacher'' Class (Destroyer)
* Nuclear Submarine (Submarine)
SC has a sizeable amount of advanced fighters, jets. and bombers, numbering about 500 in total. While it might seem small at first, those planes are one of the most advanced SC's tech, and can make a big difference in the battlefield. Due of that, it has a complete aerial superiority in nearby airzones. Currently, new jet variants are being tested.
Aircraft types (Most commonly used)
- * Modified SB2C Helldiver (Close Air Support)
* A-10 Thunderbolt (Fighter)
* Boeing P-8 (Naval Bomber)
* Devastator (Heavy Fighter)
* Lockheed SR-71 (Tactical Bomber)
* Modified B-29 Superfortress (Strategic Bomber)
No matter which path you choose, in the end, it will lead to an one thing - attempts to realize the Federation of the World.
Your foreign affairs focuses will mostly focus on this one thing, and you will be given a chance to intervene in many of the Commonwealth's crisis, solve them, and invest in the regions as well, increasing your influence. At the end, you will be able to hold a referendum for an united government, and the last step will be a ''Dream realized'' focus, which will turn all of the Earth's territories into cores, and give all the other state divisions, factories, resources, and dockyards in the Commonwealth's hands.
However, keep in mind, that even if you successfully form the Commonwealth, it doesn't mean, that there will not be revolts - they will instead be less stronger, and you will typically have the upper hand. Rockies and Dixie are most likely to rebel from all of the Megastates, and along with them - Texas. So it is recommended to leave there some units in advance.
Still, there is a risk of collapse, while going down this tree, especially if you fail to solve the issues, or appease/infiltrate in other Commonwealth states. Besides that, process can take up many years in game time.
After that, there is not much to do, unless to deal with the upcoming revolts, which you should be able to crush with all the manpower, and resources, that you now have a hold on.
However, if stability goes down, and negotiations fail, Commonwealth will collapse, as all regions will leave the faction (Even the rest of the Megastates), and the name will change to Eastern Columbia, along with the flag (Depending on your choice in political tree), and you will receive a new focus tree, which will focus on dealing with the riots, and negative debuffs, which will be caused by the crisis.
After that, you will be able to go to the expansionist foreign policy tree, with which you will get war goals, and cores on the rest of the Megastates. It is recommended to start off with the New England, as it will be your weakest neighbor, and will not cause much tension. Keep in mind, that in some cases, you can receive a decision option for plebiscite with a random former Megastate, which, in case if successful, will result in peaceful annexation. However, after Commonwealth collapses, other Megastates get the option to try to reunite the rest of Megastates as well, and get cores, and war goals on you as well, so you must be careful.
After reuniting the rest of Megastates, your focus tree will focus on industry, after which it will give an option to conquer, and core Canadian states in a similar manner. It is also possible to gain cores and wargoals against Central America, Caribbean, and Mexican states at the late game focuses, and get wargoals on South America as well.
Although expansionist path might seem easier, it will get you cores only on North America, and focus tree will not give you wargoals to territories outside Americas, so you will need to justify them manually.
If you go democratic, your luck might vary, but usually it will be pretty challenging, as you will have to deal with the disgruntled military, and secure support of the masses. In the election, it is recommended to pick a liberal candidate, as conservative candidate will displease the left wing of the rebels, but a socialist one - the right wing. In either case, you might find out, that it is possible to negotiate with some leaders. However, some of them will stubbornly hold to their power, and will most likely rebel.
Communist path is a bit more chaotic than the rest of paths, as you get options to fund other groups within other Commonwealth states, and some of the Commonwealth states can even form a faction to try to counter you. Overall, communist federation path will be the path, where you will find the most resistance from other governors (Except if you go Father Evans path), and that might make the Commonwealth's civil war a tad tricky. However, it is compensated by strong political, and ideological bonuses.
Non-Aligned path, as someone might expect, will involve lots of negotiations, and compromises. So, it is overall the safest path, as less regions will rebel against you, and there will be less partisan resistance afterwards as well. However, it offers the least bonuses both in industry, ideologically, and militarily. Still, you can get a +30 Ideology drift defense, which might come of useful.
With all three ideologies you will get locked in an expansionist path, if Commonwealth collapses. However, Democratic, or Non-Aligned Eastern Columbia has an option to try to solve some of the issues diplomatically, annexing some regions in peaceful way. Still, they can get wargoals, if negotiations fail.
(SC's Stellaris stats are AU/Non-canon to SC, as SC still hasn't expanded in space yet. Currently it is in the Early Space Age. https://stellaris.paradoxwikis.com/Pre-FTL_species)
- Species: Humanoid (Human), Machine (Standard)
Ethics: Fanatic Authoritarian, Militarist
Traits: Conformists (Costs 2 points), Quarrelsome (Costs -1 point), Repugnant (Costs -2 points), Communal (Costs 1 point), Resilient (Costs 1 point)
Government: Military Dictatorship (Dictatorial), Fanatic Purifiers (If not taking Machines in account)
Ruling faction: Totalitarian
Main traditions: Expansion, Synchronicity, Supremacy, Adaptability.
Species rights: Full Citizenship (Humans and Machines), Undesirables (Practically everyone else)
Leader traits: Flexible Programming (+25% Leader Experience Gain), Machine Intelligence (Supercomputer Tom is a machine)
War Philosophy: Unrestricted Wars
War Doctrine: ''Hit and Run''
Orbital Bombardment: Indiscriminate
Native Interference: Unrestricted Studies
Land Appropriation: Allowed
First Contact Protocol: Aggressive
Leader Enhancement: Capacity Boosters
Initial Border Status: Closed
Food Policy: Strict Rationing
Economic Policy: Militarized Economy
Trade Policy: Wealth Creation
Production Policy: Manufacturing Focus
Artificial Intelligence: Citizen Rights
Robotic Workers: Allowed
Civics: Cutthroat Politics
Army types: Assault Army, Slave Army, Clone Army, Robotic Assault Army
Planet specialization: Industrial World
Material Resources: Alloys, Consumer goods, Food, Minerals, Energy credits
(Note: Zig-Zagging Trope highly applies in SC, because it often is too complex to fully fit in one trope.)
- Absolute Xenophobe: SC's political, and military leadership is infamous for distaste of any alien, and non-human sentient species, except for AI (Including robots), although it hasn't even met any alien species yet. If it will venture into space, there is a high chance, that it will be aggressive against most of its neighbors.
Action Politician: Many of the SC's current politicians are either militarists (Generals most commonly), or have served in military at one point, and are ready to take action, or even drastic measures, to ensure either their own, or nation's goals. However, this trope can also be applied not only to militarist politicians.
Africa Is a Country: Zig-zagged. In UCN council, African Commonwealth is one of the fourteen commonwealths and encompasses all of Africa, but when looking a bit deeper it turns out that it is split in 7 large administrative regions, which themselves are split in a cluster of larger and smaller regional governments, with most of them having representatives in UCN council under the banner of AC (The capital/administrative city of AC is in Pretoria, and South Africa is the leading region because of it being part of SC before Scramble for the World, and also the one which spearheaded the AC's creation, which explains Renier formally being the ''head'' of AC's government). Also, some regions like Europe and South America have got somewhat similar treatment by being lumped under ''European Federation'', and ''South America'' in UCN council.
Airstrip One: Downplayed. Although some cities (Mostly in Robot Siberia) like Norilsk have been renamed to Sector-1, and some provinces as well. (For an example - Taiga, Ural Crossing, Permafrost), and some of the newer cities have similar names, most of the places are still named by their original names.
Alternate Timeline: In Commonwealth's world, 20th century was an one big misery, and after WW2, world went into the fires again, and got split between three superpowers, like in 1984. Also, after some time, one of them eventually was triumphant, instead of stucking into a perpetual war.
Always Chaotic Evil: In some way, humanity in SC's world might be described as an evil twin to normal humans - ready to go to extremes easier, and can ruthlessly follow their political ideologies. That said, there are people, who haven't yet been corrupted by the taint of SC's world, and are good at heart. Also, this trope is often zig-zagged or averted, considering that there are plenty of those which are good in personal life, but need to endure Party's slogans, and people still fall in love, go to bars, or live their everyday life in other way, as SC's totalitarianism has tried to go for more bread and circuses approach. Still, most of alien races would avoid contact with SC's humans, and for good reasons.
Amoral Afrikaner: In SC's South Africa, apartheid is still around - in fact, situation has gotten worse in the recent years. Governor like Renier is certainly not the most stellar person, and is a pretty controversial person.
Angry Chef: Pretty common in Commonwealth's restaurants, as chefs there often can be so angry, that they are compared to army's drill sergeants. Overall, cooking also happens in stressful environment, which breeds anger.
Animal Motifs: American eagle can be seen quite often on the Commonwealth's banners, and other places, as it started off in the US. Animal motifs like Chinese dragon, British Lion, German wolf, and Indian Tiger are also often used by the Commonwealth's regional militaries.
Armies Are Evil: Commonwealth's army is not exactly the army, around which you would feel safe - it isn't afraid from spilling blood, or violation of most of rights. It is also a repressive force not only against the citizens, but against itself as well, especially against the lower ranks.
Atom Punk: Sometimes, nuclear powered cars can be seen in the streets of the Commonwealth, particularly in the rich neighborhoods of the Neo Washington. Also, nuclear power makes a larger part of the energy than OTL, although fossil fuels are still being used more.
Badass Native: Some of the Navajo, Maori, Inca, and Xhosa divisions have a good fighting spirit, and although they typically are disadvantaged in tech, they have traditions of war, and are really useful in special operations.
Balkanize Me: Territories like China and India are split into various smaller Commonwealth's administrative regions. However, mostly it is rather the opposite of balkanization - for an example, Scandinavia, and Central Europe are a single region in SC's timeline, along with Central America, and Caribbean.
Banana Republic: Subverted. While Central America in SC's timeline is indeed ran by an authoritarian government, and under the sphere of influence of Tom in Neo Washington, state megacorps actually don't play as much role in the politics there. In fact, if anything, Commonwealth's Central America's banana industry is nationalized.
Big Bad: Despite the overall ''Grey and black'' morality in Commonwealth's literature, there is still often someone, who is responsible for the bad things in stories. That said, the decision, if they are truly bad, or not, writer usually lets reader to decide on their own.
Big Book of War: Sun-Tzu's book ''The Art of War'' is often required to study in the Commonwealth's military academies, and commanders often seek advice there, when planning their operations, or campaigns. Another example is ''The Prince'' by Niccolò Machiavelli, which also is used by SC's politicians, when it comes to political field.
Big Brother Is Watching: Hidden cameras, and secret microphones are nothing unusual in the Commonwealth, and can be hidden even in the most unbelievable places. It is also obvious, that there is a heavy surveillance in Commonwealth's TV and internet.
Black and Gray Morality: It is particularly common in SC's literature - there are few times, when there is a clear good-bad divide, and it is more often, when you have a pretty bad person, and a monster against each other. That kind of reflects SC's society as well - light hero hasn't really got a place in there, as SC's world is pretty gray at best, and dark at worst.
Black Market: Despite what the government's statistics might say, there is a pretty significant black market in SC, particularly for smuggled weapons, and clothing, despite SC's decades long, ongoing crackdown.
Broken Pedestal: The country, from which Commonwealth arose, was first known as the beacon of the democracy...
Bread and Circuses: Situation has been somewhat improved by Tom's orders, and Commonwealth's internet serves as a some way to distract populace from the more pressing matters, and totalitarian system.
Cast Full of Crazy: A lot of the SC's populace, especially the leadership, isn't particularly sane - years of living under the pressure, propaganda, and stress have made them into various kinds of crazed - from kinda crazed (Stanley), to a psycho (Renier, or Tom), or something in the middle (Kayden). That said, there are still people in the government, who have maintained their good heart. (Scarlett) In other words, Cheshire's cat quote ''We’re all mad here. I am mad; you are mad'' fits well.
Canadian = Hockey Fan: Some of the Commonwealth's Canadian divisions can be seen playing ice hockey in the camp. Also, their team is one of the best teams in Commonwealth hockey tournaments, and they usually have lots of fans.
Cannon Fodder: Despite the large size of Commonwealth's army, a lot of it consists from paramilitaries, and units, which could be classified as ''cannon fodder'', due of their outdated weapons, and lack of equipment. Amount of professional soldiers is way smaller.
Corporal Punishment: Not uncommon in Commonwealth's households, and education system. In fact, according to Commonwealth's government intel, ''about 83% school systems and households use corporal punishment regularly''. Although most of Commonwealth's teachers view it as effective, there are still debates, if it truly is.
Corrupt Politician: It could be said, that most of the Commonwealth's politicians are corrupt, and machiavellian, as those are one of the skills required to stay on top of the water - bribery, fake compliments, and backstabbing. They might do something good once for a while, but it will be overshadowed by their methods.
Cowboy: One of the SC's Megastates - Lone Star, is governed by a group, named as Cowboys. They mostly work with cattle farming, and are also a military unit, similar to cossacks. That said, the Outlaw trope is less common in SC.
Cult of Personality: Supercomputer Tom, along with the founder of the Commonwealth - Father America, are often venerated by the populace, and their portraits can be seen both on government buildings, and in citizen houses. While not as much, regional governors, and founders of the movements also have a personality cult around them.
Custom Uniform: SC's governors most often wear an olive green, military uniform, with a custom military cap with fasces, and laurels on it. Of course, design can vary from region to region - some caps might have KMT symbols, some - Taegeuk, etc.
Cyber Punk: While Commonwealth's world actually keeps corporations in very strong check, and they aren't as powerful in SC's timeline, it still has somewhat of a cyberpunk vibe - first 3D limbs, growing internet connection, improvements in IT, and AI, rise of the junk food, while society still has overall pretty terrible life conditions.
Deadly Environment Prison: A lot of the SCPS labor camps and prisons are built in extreme places like Greater North (Canadian Northwest, and Arctic), and Saharan desert. They usually claim a lot of victims, due of bad weather, overwork, and guard brutality.
Deep South: SC's Deep South is even more conservative than the rest of the SC's American Megastates (Perhaps with Rockies as an exception), with cult of the military, deep religiousness, and rural towns, with most of the large cities being similarly conservative. Still, has pretty solid technology, when it comes to rifles, mostly thanks to SC's investments there.
Demonization: Tom, and some of the SC's politicians (Including Perry) have called their critics as ''worshipers of demons'', especially when it comes to matters of religion. SNN's caricatures also sometimes portray well known dissenters in a such way.
Different States of America: USA in SC's timeline is split in 8 Megastates, with one of them - Eastern Columbia, being the ''capital region'', where federal government has full power. However, rest of the states are governed with high autonomy, or practically independently. Of course, almost all states are authoritarian to an extent, and according to the Tom's words, ''keep each other in check''.
Dry Crusader: A lot of the Commonwealth's politicians, including Tom himself, have a staunch anti-alcohol stance, and have started a campaign against its use. Some governors, however, are more lax on anti-alcohol laws.
Dystopia: Rather self-explaining - Commonwealth is a nightmarish world government, which is a mix of the worst elements of far-left, and far-right. While it might seem, that with the invention of internet, and moving closer to the modern culture, the Party has loosened its grip, it is not actually the case - it is always ready to smack wrongdoers with a stick.
Eating Machine: SC's robots can't eat most of the human foods, and can't drink their beverages as well. That said, however, there is a special product for them - 'Battery acid'' soda, which is basically the same battery acid, just specially made, so robots could also feel the taste of the nuka-cola.
Evil Poacher: Despite having harsh punishments for poaching (Sometimes even death penalty), poachers are still a problem in SC, and are especially active during hunger period, when they can use the excuse of ''providing food''. They typically sell the fur for underground market tailors, which gets made in a black market coat, or fur hat.
Evil Reactionary: Tom's revival of the puritanism, forced religiousness, and brutality doesn't help much his image, and neither his attempt of creating his ''utopia''. Some even question, ''Why Tom is so backwards, if he is a supercomputer, which can be created only by modern society''.
Fast-Food Nation: While fast food is not as widespread in the Commonwealth as OTL, it has already got a significant place in the food market, especially for the poorer workers. In fact, one of the reasons, why it was created, was because Commonwealth's scientists wanted to find a cheap product, which would give enough nutrition for work.
Fatal Flaw: Supercomputer Tom tends to be smug, and arrogant, and often can't stand criticism. Besides that, he also has a literal fatal flaw - over time, his malfunction risk increases. And, if Tom is taken out of the picture, then the Commonwealth gets very unstable, and regional governors start to squabble - that is the Commonwealth's fatal flaw as a whole.
Feudal Future: While Commonwealth doesn't have any nobility, and is rabidly anti-monarchist, in a some way, its system has neo-feudal elements - with central government ruling over a little bit of land, while the rest of the regions are ran by ''vassals'', a.k.a regional governors. Also, most of the farmers are tied to the land anyway, it is just owned by state's companies instead.
Fictional Geneva Conventions: Averted. In SC's timeline, The Party abolished Geneva convention in the 70s, so that means, that there are practically no rules for SC, of how to wage its war.
Fictional United Nations: In a some way, Commonwealth itself functions as UN in some form, with its headquarters being in the New York, where the governors from all Commonwealth states come together to discuss the newest international happenings, and representatives can actually vote for the action. That said, UCN meeting room is used only for international, and important decisions - local matters are handled in the local councils instead.
Fight for the Last Bite: In Commonwealth's case, less of an individual character/s trope, than the trope of the society as a whole - despite larger amounts of production, food supplies still can be scarce, so people often fight over the last remaining piece of bread.
General Ripper: Fits Tom, and Perry in particular - each is obsessed with a certain group, which they consider as ''eternal foes'' - mostly capitalists.
Gunboat Diplomacy: While Commonwealth is somewhat decentralized, Tom, and the central government still want to keep things going on their control. They have both enforced their demands, and stopped local branches from restoring the monarchy, usually through the strength of intimidation by their army. For example, when Belgian local leadership tried to restore their King in power, Tom ordered Kayden to start a naval blockade of the Belgium's coast, until King would abdicate.
Global Currency: Commonwealth's international currency is Commonwealth's Dollar - a replacement for American dollar, which you can use in every part of the Commonwealth. That said, regional currencies still exist, and sometimes are more valuable than the Commonwealth dollar.
Hegemonic Empire: As mentioned before, Commonwealth consists from various autonomous zones, who have pledged their allegiance to the government in Eastern Columbia. One of the way, how it expands, is through vassalization, and although it allows to expand easier than by annexation, it also creates a larger pressure in the long run.
Huge Holographic Head: Sometimes, when political leaders want to give a speech to their citizens, or army, but can't do it, due of distance, or something else, they use hologram projection in the skies. Although it shows only their holographic head, it is enough for giving a speech.
Humans Are Warriors: Commonwealth has strong military traditions, and new generations are raised with war in mind, and are expected to serve in military at least for a some time. Its humans might be viewed as savages by more civilized alien races, due of ''their tendency to slash and burn''.
Humongous Mecha: Averted. Most of Commonwealth's mecha models are about as tall as a human, because, according to its army, ''the taller the mecha is, the easier their legs can be crippled, and then, it is just an immobile wreck''.
It's Cuban: Of course, in Commonwealth's timeline, there is no embargo on Cuban cigars, but they still are considered as very good quality ones, and can be pretty expensive. Some of the Party's members can be seen smoking them - mostly outside of government buildings. (It is not legal to smoke inside)
Initiation Ceremony: In some of the Commonwealth's hunter societies, it requires to hunt a large animal (usually a bear), to become a full member of the hunter group. For military, it is required to swear allegiance to the country, and cite the pledge, to be accepted as a member. Not only that, but sometimes, being promoted to the general might depend on a chess game with the General of the Army, which is supposed to test ''tactics skills''.
Interservice Rivalry: While army, and fleet usually don't conflict with each other, there are often deep feuds between the regional governors, which can be rooted even decades, or centuries ago. Fights are usually over the resources, money, or Tom's approval. It can also include territorial disputes, due of the extreme nationalism.
Kukris Are Kool: Kukris are common melee weapons in SC's Indian (Particularly Nepalese) division equipment, and can often be seen in their camps. It also has different variants.
La Résistance: There are a few resistance groups operating in the Commonwealth (Including Sandinistas), mostly fighting for either restoration of democracy, or larger reforms. However, numerically, and technologically, government troops always outnumber them, and their influence is limited.
Mad Scientist: Similarly to the army, scientists aren't limited by many rules in the SC, so they often receive the green light even for the most despicable experiments. There have been few times, when government officials have intervened to stop the experiments, but mostly that is not the case.
Mega-Corp: Subverted. While SC indeed has very large state companies, and its government tries to get as large hold in market as possible, company power itself isn't that large, and government can break their state CEOs down, if needed. (Usually ex-soldiers, or politicians)
Middle Eastern Coalition: In the Commonwealth's timeline, Middle East is governed as an one region, which also stretches over Caucasus, and Turkey as well. That said, it has similar problems with the regional governors, that the rest of SC's states have.
Military School: In Commonwealth, military schools are more than common - it could be said, that they are the dominant type of the schools, along with military universities. Sports teachers also often are militarists at the same time as well, and indoctrination happens as well, of course.
My Horse Is a Motorbike: Horses are still a part of the Cowboy divisions of Lone Star, but if compared to current standards, they are slower, more time consuming, and simply not practical. So, a lot of the cowboy units of Lone Star actually use bikes, as they are faster, and can cover larger swaths of territory.
Nepotism: Politicians often can rise through the ranks of party, thanks to their relative's appointment, even if non-relative would be a better candidate for the post. Despite Tom's attempt at eradicating nepotism, sometimes it seems like a fight with windmills. Most common in SC's regions, where a single, or many political families run the local party groups.
Obviously Evil: Silver Commonwealth is a dystopian, decentralized union of various totalitarian/authoritarian states, and has few, if any redeeming qualities - its uniforms literally scream ''evil'', and so does its actions.
Only Known by Their Nickname: Due of the destruction of the records of the past, propaganda, and control of information, Father America - the first founder of the Commonwealth, is mostly known only by his nickname, and not even all of Party members know his actual name.
Patriotic Fervor: Being nationalist, or at least patriotic is practically mandatory in SC. Although local patriotism is more about the loyalty to your homeland, than the Commonwealth as a whole, there also exists a pan-human nationalism, with its doctrines developed by the Tom himself.
People's Republic of Tyranny: Although Commonwealth calls itself an ''union of republics'', it is very far from being actually democratic. That said, republicanism in SC's world simply means any state without a monarch.
Police Brutality: Just like SC's army, SC's police is not a thing, with which you would want to mess with, especially riot police, which often suppresses worker strikes, while also keeping CEOs in fear, demonstrating its power. Sometimes, army, and police forces are combined, which makes the situation even worse.
Powered Armor: Some of the Commonwealth's soldiers (Particularly from the richer regions) use power armor. However, for the newest member states, it is still too expensive to equip everyone with power armor, so it is kind of a status symbol there as well.
President Evil: Supercomputer Tom is the president of the Commonwealth, and so far has ruled with an iron fist, using his influence to enforce religious dogmas, and fanatic control. Overall a very villainous character for a president.
Principles Zealot: Supercomputer Tom is often said to be ''valuing political principles over morality'', and ''a strict follower of the law'' - even if the result is injustice.
Putting on the Reich: Averted. Uniforms of the Commonwealth's American soldiers rather resemble the WW2, and 50s American uniforms, than German ones. Same for British, Russian, and Indian uniforms, as Tom says, that ''German styled uniforms make no sense to be worn by English, or Americans''. Only Commonwealth's German division uniforms kind of resemble the reich. If anything, maoist, and soviet uniforms are more common there, despite RNGOC, and Russian Empire being entirely different ideologically.
Pyrrhic Victory: While Commonwealth has managed to achieve its goal (Well, at least for a while) - unification of the world -, in the long run, it might turn out, that Commonwealth has tried to chew more than it can, and can't actually hold its new power. And then, it would lose all of its gains in an one large, worldwide rebellion wave, which renders decades spent hollow.
Ray Gun: Some of the Commonwealth's soldiers can be seen using laser rifles, and Tom eventually plans to switch to laser weapons completely.
Reclaimed By Nature: Some of the nuked cities weren't rebuilt after the Great Nuke War - either due of lack of funds, or will to do so. In those places, nature has crawled in in the most of house ruins, slowly reclaiming it for itself. Tom has declared most of those former cities as a ''lost cause'', and tried to rebuild later only one of them, but still abandoned the project, due of the large expenses, which were needed for war.
Regional Speciality: Cooking traditions differ region to region, and there is often a some kind of food, which distinguishes one region of another. For an example, SC's Scots are good at making haggis, Indians - chicken with curry, but SC's Americans - steak for a burger. Soldiers from different regions also often have a different taste of rations given by the army.
Religious Robot: One example is the Supercomputer Tom himself - although he isn't a robot, but rather a supercomputer, he still considers himself a Christian. Some of the robots in Siberia have taken the local shamanism as their religion as well.
Revolvers Are Just Better: Revolvers aren't so uncommon in the SC's army, especially in the Lone Star, where they are more common than other pistols. Although Colt in SC's timeline is a state megacorp, which produces other pistols as well for the army, revolver is still one of its symbols.
Rising Empire: While Commonwealth has ''united'' the Earth, its odyssey has actually just began - at least according to the Tom. He has a wild plan of eventually expansion in the space, and transformation of the Commonwealth from a world government to an interstellar force.
Right-Wing Militia Fanatic: Averted. While there are indeed militias in SC, they are mostly state controlled, and exactly the opposite - loyal to the government, instead of being suspicious of it. Sometimes they also serve as vigilante troops, which deal with the government's less serious targets.
Rotating Protagonist: Typical for the Commonwealth's literature - story usually doesn't have a single point of view, but multiple.
Science Fantasy: Commonwealth generally has a PMT setting, with things like power armor, laser rifles, grenade machine guns, and arc welders, but it also has loads of mythological beings, and presence of magic, which has experienced a resurgence in the late years. In fact, it is likely, that a lot of important events of SC's world have been orchestrated by mythological beings, and usage of magic. Some people have even combined the power of magic and technology into one, creating so called ''magi-tek'' rifle.
Space-Filling Empire: One example of this is the Pacific Isles region of Australasian Confederation - it basically lumps together all those Pacific Isles, which are too far from the coast to be ceded to any other administrative region, even if those islands are often split by many kilometers of ocean, and are small for the most part.
Secret War: Although regional conflicts, and even border wars aren't that uncommon, Commonwealth actually tries to keep them in secret from the common populace, at least in some places. The clashing forces are often said to be ''simply criminal gangs trying to cross the region borders''. However, in some cases, local witnesses have claimed to see tanks, which would be hard for gangs to smuggle, even through SC's black market.
Socialist Realism: Subverted. While Commonwealth's art style might resemble socialist realism, it is rather American-like. Still, depending on the location, you might see some of the socialist realist paintings in the former territories of Russian Empire.
Strawman News Media: Commonwealth's News Network (Also the only news network in SC) often tends to be politically biased in favor of the ruling Party's, or fraction's ideology, often dehumanizing its opposition.
Take Over the World: Commonwealth's ideology (Tomism) is based on world conquest, and although truce, and temporary peace is an option, eventually, they will be broken anyways, as Commonwealth can't stand possible rivals to its power.
The Bad Guy Wins: In SC's literature, bad endings aren't that uncommon, where the bad guy wins. In fact, considering the fact, that most of the Commonwealth's literature is dark (Yes, even literature for children), it makes sense for a downer ending. Other question is, if the villain can actually keep their triumph.
The Cartel: Unlike mafia, which got mostly eradicated in SC's America during Father America's rule, and now is mostly active only in SC's Sicily, Cartels still operate in SC's Americas, including Central America, and South America, where they also sometimes challenge the authority of the government. Some of them have even got power armor, which makes the wearer very dangerous against a police force, or even an unprepared soldier.
The Chessmaster: Tom often says, that ''governing the Commonwealth is like playing chess'', and although he is unsuitable for action (He can't move, after all), he still knows his game well, and often treats other Party's members as pawns, even if they are his ''friends''.
The Chosen People: Party believes, that ''Stars and God have chosen them to lead the rest to an orderly, and stronger world'', and that ''they must use whatever means necessary'', mostly used to justify its past actions, and operations.
The Fundamentalist: Due of the extremely religious policies enacted by the Party, a large amount of the populace is fundamentalist. Interesting thing is, that it applies not only for Commonwealth's Christian regions, but, for an example, the neo-pagan regions as well.
The Quisling: Commonwealth is governed by the leaders of various movements, which either were forced to cooperate, or joined voluntariily. Still, in both cases, they are often seen as collaborators by some of the more assertive members of the other movements.
The Magic Comes Back: Various mythological beasts, and magic have come back as a result of the amount of blood and hate spilled in Three Superstate War, and SC has only started to understand magic's and magitek's full capacities. Or maybe the blood and hate was piling up for millennias, and Three Superstate War was just the last straw?
The Theocracy: Some of the Commonwealth's states are theocratic in nature, with religious leaders having a large political authority. While other states aren't technically theocracies, but are very religious, and moralistic, with the church having a lot of say in the governance, and are often the most trusted advisors.
United Europe: In Commonwealth's timeline, Europe is a single entity as a Commonwealth State. Its system is fairly similar to that of SC itself - with central government of the region being in England, while the rest of territories govern with various levels of autonomy, and important regional matters are handled in meeting room in the former Buckingham palace.
Victory by First Blood: Although dueling with pistols was illegal in SC's army before, secret, illegal duels still happened, and now they are legal, although heavily under government's, and military's eye. Duels aren't usually supposed to be fought until death, but only until first blood (Injuring, or causing enemy to bleed). That said, SC's soldiers use pistols for duels, so risk of being killed is still high.
We Have Reserves: Commonwealth has an impressive manpower pool - about 35 million, so it can afford to use human wave tactics. Considering the development of vat technology, Commonwealth in future might be able to use soldiers, which are grown in vats.
Wild Card: Some of the Commonwealth's politicians aren't particularly loyal to any inner faction, and mostly just want to be left alone by the government. That said, some of them are political opportunists, who use the Party to advance their own gain.
While Commonwealth's diplomacy doesn't leave out peaceful solutions, there is a high chance, that it will take the option to intervene with its army. Like most of the politicians, Tom is a strict expansionist.
War Is Hell: Often the new recruits have to face the reality of battlefield, and the trenches of disputed zone - Ruthless battles, bombing campaigns, use of chemicals, mistreatment of the prisoners of war - one of the realities of SC's army. Even after "unification", war is still going on, as resistance groups are still active.