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The historical leader of the Australia First Movement was the writer and activist, P.R. Stephensen, whose interest in Australian identity and culture directed him towards nationalism and isolationism. He deemed severance from Britain necessary both to avoid involuntary involvement in British wars, and for the preservation of original Australian culture. Due to this ambition to sustain national identity, his view on Australia’s indigenous population was an odd contradiction to the Movement’s pro-nazi and anti-semitic sentiments. Personally, he funded one of the time’s most prominent Aboriginal rights organisations and supported their struggle for full citizen rights. From Stephenson’s point of view, the indigenous population’s welfare was of great importance in order to protect national identity.
The second option for Australia First leader is Adela Pankhurst Walsh. Present at the Movement’s formal establishment at the Shalimar Café in Sydney, Pankhurst was appointed as organizer. Although her prominent role in the group attests her support of its policies, the ambitions of Australia First would most definitely have looked very different if she herself had designed them.
Regardless of whom players choose as leader for the Australia First Movement, they must struggle against the status quo of democratic supremacy. Historically, the Australian government surveilled the movement’s gatherings and activities, which in-game will be represented by heavy resistance in turning Australia fascist.
Similarly to the Fascist branch, Communism in Australia begins relatively low-key. At the time, a number of labour organisations were active, particularly among dockworkers, and it is these groups that form the backbone of this path. While more radical communists lacked momentum to enact lasting change, most socialists enjoyed democratic representation enough and rallied behind the Australian Labor Party.
The early stages of this path focus on building your initial power base, laying the foundations for the state you intend to create. These focuses are used in parallel with a Trade Union Infiltration decision system, allowing you to target individual states and boost Communist support in exchange for Political Power and Stability.
If you enjoy spinning plates, this branch is for you. Alongside your political manoeuvring outlined above, you will be instigating strikes across the country to force through industrial reforms.
Once both The Dalfram Dispute and All for One, One for All have been completed, the latter half of the branch opens up. At this point, the focus shifts away from worker-led reforms towards a more hardline, centralised Communist state, introducing widespread nationalisation of industry and institutions.
Nationalization is not without consequence. While active, it applies significant penalties as the remaining capitalist forces resist to the bitter end. This process must remain ongoing to access the focuses in this section, and will only conclude once The Public’s Australia is completed.
With the Dalfram Dispute resolved, the final section of the political branch becomes available, determining Australia’s place on the world stage. The name of the game here is infiltration. By taking The Australian Cominwealth (no, that’s not a typo!) and A Comrade Emancipated, Australia can work to turn Malaysia, Burma, New Zealand, India, Indonesia, and the Philippines Communist, ultimately bringing them into a new faction: the Cominwealth.

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