World premise
A playable world seed with consequences.
A modern Britain torn apart by warring factions of the right, the left, and the middle. Terrorism is at a rise from both in-country threats and out-of-country threats. The year is 2030. The opening weeks begin in the Greater London Exclusion Zone, a dense urban quarter shaped by day-to-day survival under pressure, where the player starts with little certainty beyond the immediate necessity of heat, calories, and staying out of the crosshairs of ideological enforcers. Here, the 'Middle' government holds only the ground it can pave with armor, while the Vanguard Front and Sovereignty Brigades carve the city into a patchwork of checkpoints and radicalized fiefdoms.
Winter yields to a cold, damp spring, making the search for fuel in the ruins of Westminster a deadly priority.
Local survival pressures are forcing unaligned citizens to choose a side or face the 'Neutral Tax'—extortion from all three factions.
A shipment of medical supplies is rumored to be stuck in a No-Man's-Land warehouse near the M4 Artery.
A state remnant official is offering ration stamps in exchange for information on a suspected external terror cell operating in the ward.