The Trans-Pacific Alliance
or: How I Learned to Love Shadow Governments
or: Preventing America's Fall with Time Travel and Unorthodox Diplomacy
A C&C: Red Alert-based AAR
or: Preventing America's Fall with Time Travel and Unorthodox Diplomacy
A C&C: Red Alert-based AAR

This is my second AAR, my first in the standard (sort of) World War 2 timeline. My previous AAR, the Soviet Union in Kaiserreich, failed due to hard drive failure. I have a new computer now, so hopefully we'll finish this one.
This AAR was inspired by my frustration that in the Command and Conquer: Red Alert timeline, the sequels always follow up on an allied victory in the last one. Even if the Soviets had completely annihilated the Allies at the end of Red Alert 2, I still wanted to see what people would do about it. So this is what I think would happen. There will be some glaring inconsistencies here (Nazi Germany never existed in Red Alert timeline, etc.) but I don't care.
Table of Contents:
Prologue: Death of the Eagle
Chapter 1: The Scientist's Coup
1. Oops, I Forgot A Name
2. Setting Up Base
3. Asking For Disaster
4. Means to an End
5. Military Networking
6. Halls of Power
Chapter 2: Quadripolarity
Prologue
1. National Unity
2. Damage Control
3. Paint Them Black
4. To Hell With Naming These Things
Part 5
Interlude 1: Moscow
Part 6: Chink in the Armor
Part 7: Mind vs. Malice
Part 8: Mass Confusion
Part 9: Race Against Time
Part 10: Peering Inside the Gates of Hell Itself
Part 11: Stirring Up the Hive
Part 12: Up, Up, and Away!
Part 13: Canton is Burning
Part 14: Just a Little Bit Further
Part 15: War Of Words
Chapter 3: The Communist Conspiracy
Prologue
Part 1: The Alpha Program
Part 2: The World Revolution
Part 3: The Washington Protocols
Part 4: Preparations
Part 5: The Inspiration That Never Happened
Part 6: The Knox-Yamamoto Doctrine
Part 7: Into the Lion's Den
Part 8: The Battle of Bristol Channel
Part 9: The First Bit of Good News
Chapter 1: The Scientist's Coup
1. Oops, I Forgot A Name
2. Setting Up Base
3. Asking For Disaster
4. Means to an End
5. Military Networking
6. Halls of Power
Chapter 2: Quadripolarity
Prologue
1. National Unity
2. Damage Control
3. Paint Them Black
4. To Hell With Naming These Things
Part 5
Interlude 1: Moscow
Part 6: Chink in the Armor
Part 7: Mind vs. Malice
Part 8: Mass Confusion
Part 9: Race Against Time
Part 10: Peering Inside the Gates of Hell Itself
Part 11: Stirring Up the Hive
Part 12: Up, Up, and Away!
Part 13: Canton is Burning
Part 14: Just a Little Bit Further
Part 15: War Of Words
Chapter 3: The Communist Conspiracy
Prologue
Part 1: The Alpha Program
Part 2: The World Revolution
Part 3: The Washington Protocols
Part 4: Preparations
Part 5: The Inspiration That Never Happened
Part 6: The Knox-Yamamoto Doctrine
Part 7: Into the Lion's Den
Part 8: The Battle of Bristol Channel
Part 9: The First Bit of Good News
Pre-Answered Questions:
What nation will you be playing as?
My homeland, the United States.
Puh, who cares? What's gonna be so special about a USA AAR?
Time travel and a shadow government comprised of a bunch of morons from the future.
What difficulty/aggressiveness?
Normal/Normal plus some added bonuses/maluses for both the USSR and I. Mostly the USSR getting bonuses though.
Is Red Alert 3 good?
No.
Is Red Alert 3: Uprising good?
I'll tell you after I play it on my friend's computer.
EDIT: Not really, no.
Any self-imposed rules
No nukes, no coups, no naval bombers, no cheating, plus some territorial negotiations that will happen later.
Modding Progress:
*Graphics for New Nations - DONE
*Events - 25% Done
*Creating Countries - UES done
*Creating OOBs - UES done
*IC redistribution - Haven't Started
*AI files - Haven't Started (I want to screw with the AI focuses so that the regional powers of the TPA focus in their regions. Build priorities for the new nations would be nice too)
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