UPDATE VI
The Year is 2160.
The Comintern League has formed in response to the formation of the CNC, dividing the world into a communist, capitalist, and non-aligned camp, with the communists and capitalists plotting against their defectors in the CNC.
At the same time, a massive fiscal and financial crisis has hit Korea, dragging much of the world down with it. Oz and Hawai'i likewise were hit by large-scale thievery, but have their finances intact.
But with the depreciation of economies worldwide, it would seem that the world may be entering the throes of a Great Depression...
United Nations:
For 2160-2161, the Secretary is Venezuela.
The Multiple Resolutions Amendment has finally passed, almost entirely without neutral input.
Notes:
-Defensive states get +10% to repelling spy missions, SO LONG AS THERE IS AT LEAST ONE SPY DEFENDING. Since spies can be killed in between defensive missions, it is advisable to keep more than one.
-If you steal tech and there's no tech to steal, your spies go for money instead. If you're that deep in their computer network, why not?
-Theft can never take more than what the person could have, but it will bankrupt them anyway if you manage to get more than what they took in.
-You can coordinate blacks ops, which lets you send your spies together against a single target. On the flipside, you can coordinate defense as well. Minor NPCs do NOT use their spies for OFFENSIVE PURPOSES, so are best used to protect you.
-Brain drain and foreign investment events implemented.
-Powers re-balanced. Industry's investments in Ind are worth 20% more and they grow 7.5% per turn rather than 5. Scientific factions can do research for other factions. The Hawai'ian bonus - since only Hawai'i is Commercial - is 50% more than other states in trade value. Scientific and industrial bonuses are not cumulative. Militaristic grants +20%. Expansionist have twice as much chance for Baby Boom.
-T1 PBs cost 60 gold now
-T2 PBs cost 100 if you have the tech; only Poland has the technology.
-T1 CWs cost 15 if you have the tech.
-T1 Nukes cost 30 gold if you have the tech.
-T2 Nukes cost 40 gold if you have the tech.
-Mayor has rejoined the game as Oz, and the country will now be his to control.
Events:
Recessions - These have a 5% chance of hitting any nation and wiping out 5% of the Industry. They will in turn have a 5% chance of hitting any other nation with that currency - 10% if the nation affected is the sponsor of the currency.
Xinjiang - Papacy, Genoa
Coruscant
501st - Kongo
Poland
Nordeste
Trinidad
Boom - 5% chance of hitting any nations and increasing its Industry by 5%. It will in turn have a 5% chance of hitting any other nation with that currency - 10% if the nation affected is the sponsor of the currency.
Nordeste
Greenland
Russia
Vladivostok
Amazonas
Resource discovery - Hits two nations, grants +.20 Industry.
India, Darfur
Resource depletion - Hits two nations, takes 0.1 Industry.
Perth, Papacy
Riot - happens to two nations, kills 1% of the population.
Baltic Republic, Nigeria
Baby Boom - 1 new population for each province controlled; two nations
Siberia, NCSA
Brain Drain
High Tax - Xinjiang, Oz, Finland
Low Tax - 501st, UDPRK, Coruscant
.66 difference between total tax rates. .33 Industry flows out of the top to the bottom. .13 goes to 501st, .10 to the others.
Foreign Investment
Happens to one country below the average taxes - currently 30%, granting an extra .2 Industry.
The United Nations territories, with their abundant population and many opportunities for economic expansion, have received the boost.
Bankruptcy
Korea, Paraguay, Vietnam, Eritrea have all contracted 10%. Eritrea, Trinidad, and Lusitania have switched currencies. Mark, Uni, Markka respectively.
TF's Tips:
-If you post in the thread after the update, I WILL count you as having given orders. Why? Because if you're capable of posting witty banter, you could at least give some vague orders in the event the lock occurred. Failing to do so is 100% on you.
-It is more useful to invest all in one tech than equally divide it, as you'll get the benefit from a completed tech immediately.
-Empires will start to rupture at turn's end if weak enough. For this to happen, you must have only 25% more income than a client. Former clients (usually) show interest in remaining friendly, but will relegate your relationship to a mere alliance. If a radical regime is in power, however, they will usually instead try to form alliances, or may even try to break off other clients to form one.
-Winning battles, repulsing enemy spies or successful Black Ops will upgrade your relevant technology. This represents experience.
-Supporting one side in a civil war is a way to win over very loyal clients.
-Build. Spies. Time for MAE - Mutually Assured Espionage! States that don't build spies will likely be in ruins at the end of this turn. Considering some states may have ZERO spies, this is especially important.
NPC stats: