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KFS Colony: Agrovilles

First impressions:
A dozen gray buildings (concrete housing blocks, factories, and warehouses) loom on the horizon. They seem incongruous amongst the rolling hills and thick forests – like some transplant from Stalinist-era Russia.

A convoy of armed trucks leaves the barbed-wire perimeter and begins its journey to the riverport.
Outside the wire – on the western side – are hundreds of flimsy shacks made from tree trunks, plastic sheeting, corrugated iron and old bricks. The putrid smell of industrial pollution and human waste smothers the scent of the forest

The KFS system of slavery has been borrowed from that of the Romans – so I’m going to borrow the Roman system of setting up colonies.

If the KFS is expanding into areas beyond its borders, it needs a way of securing, defending and administering these areas. the solution is ‘colonies’ of trusted personnel: the agrovilles.

The agrovilles are designed to show off the benefits of KFS – such luxuries as medical care, a school, running water and electricity. Ideally, they are built on the sites of pre-collapse towns and use whatever infrastructure can be salvaged. Rubble is cleared and mixed with new concrete to form new – and very tough – buildings

The citizenry of an agroville consists of approximately 300 men and their families (about 900 to 1500 people). These people are the new ‘administrators’ of the annexed territory.

Most of these men are military veterans (some wounded/disabled) who have ‘earned the right to land’ as part of their pension – but many are proles from the KFS cities. These proles allegedly have useful skills and been ‘encouraged’ to join by the Secret Police. All too frequently, the agrovilles discover that they have been forced to accommodate political dissidents. Women from the surrounding (annexed) area are also represented.

The basic design of an agroville is simple: it’s like a wheel with 4 spokes. The ‘rim’ is a slight ridge topped by 2 concentric rows of barbed wire. Depending on the likelihood of rebellion by the local population, this could be augmented by a small minefield between the barbed wire

The ‘spokes’ of the wheel are wide roads – lined with low-rise apartment blocks. Each road is big enough for a tank to turn round in. [These colonies aren’t going to make any bids for independence].

The concrete apartment blocks are 4-storeys high, and each has 90 apartments. The bottom floors are for commerce or light industry: shops, offices or workshops. All the apartments have thick, well-insulated walls and space for 2 comfortable (or 3 small) bedrooms. They are luxurious compared to the local housing – they have indoor plumbing, electric light, even air conditioning.

The roads lead to spaces in the barbed wire and minefield, each is guarded by a concrete pillbox.

The ‘hub’ of the agroville is the admin block. Here is the school, the clinic, the ‘power station’ and the Governor’s offices – which includes jail cells, an armoury and a motor-pool which contains the colony’s motorized vehicles: 10 pickup trucks (equivalent to a Ford F150) and 2 trucks (2.5 ton trucks with ‘hillbilly armor and a Heavy Machine Gun).   These are the same sorts of vehicles used by the KFS Cavalry Troop

Rising above the admin block is the guntower. This looks a little like a 10-metre tall lighthouse (and does mount a powerful searchlight) but its primary purpose is to support the agroville’s main armament: Four of the KFS 81mm mortar/HMG combinations

Other social/military notes. All veterans are required to maintain proficiency in the Mini-14 assault rifle and are permitted to keep one weapon and 120 rounds of ammunition in their homes


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