UPDATE IX
The Year is 2166.
Population - 30,187 * 10,000 = 301.87 million
Economy - 91853(GDP) + 24525(Global trade)
China has been vanquished by Oz at last. Carved into multiple successor states, the threat of China has been removed. The Chinese government exiled themselves to Ethiopia, but most perished in an unprecedented nuclear strike by Hawai'i. The result is a pro-independence terrorist group forming, operating around the world to free China and restore it to power.
Meanwhile, Hawai'i's strike has destroyed China and decimated Oz and Korea, once economic powerhouses. The global economy and human population have contracted by nearly 1/8, and as such many nations have entered hard economic times due to Oz and Korea's vast resources, goods, and consumer bases now being virtually nonexistent.
In happier news, the Olympic Games will now be held biannually. The Summer Olympics shall be held in Summer 2166, and will be held in Venezuela.
REGISTRATION OPEN FOR 2168 WINTER OLYMPICS.
The Demon Realm has seen the fall of the old regime, and the new Iblis regime has taken over due to mass resentment towards Oz's betrayal by annexing much of the Beijing region.
The state of Xinjiang has reformed as a successor to China, occupying its seat at the UN and also now under the rule of the Scarlet Lancers, who have abandoned their ways.
Once called the Horrible and Utter Mess Zone by SR Multinational, Asia has seen relative stability due to war weariness, but Gangia and Tibet have ruptured.
United Nations:
For 2166-2167, the Secretary is the 501st Legion.
The UN has swelled with new nations from the former Chinese Empire, even though it has lost China and Hawai'i.
Notes:
-Defensive states get at least 10% to repelling spy missions. Since spies can be killed in between defensive missions, it is advisable to keep more than one. If the mission is to steal money, the bonus is instead 20%.
-Only one-third of a state's income can get stolen, so at least three nations must agree to steal from them.
-Only half a defender's spyforce can be killed.
-Spies always kill 10% of their value on the opposing side.
-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.
-T1 PBs cost 60 gold now
-T2 PBs cost 90 if you have the tech
-T3 PBs cost 100; only Poland.
-T4 PBs cost 100; only Poland
-T5 PBs cost 100; only Poland
-T1 CWs cost 10
-T2 CWs cost 25
-T3 CWs cost 25
-T1 Nukes cost 25 gold if you have the tech.
-T2 Nukes cost 30 gold if you have the tech.
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.
Everyone has been denied economic growth to reflect the war's outcome.
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.
Same as above.
Resource discovery - Hits two nations, grants +.5 Industry.
501st; Trinidad
Baby Boom - 1 new population for each province controlled; two nations
Oz; Catalonia
Brain Drain
Poland, Oz, Angola - Top
Scotireland, Coruscant, 501st - Bottom
1.02-.59 = .43 industry shifts downward. 15 population as well.
Foreign Investment
Happens to two countries below the average taxes - currently 29%, granting an extra .50 Industry.
Belligerents auto-excluded as no one wants to invest in a country that might get nuked.
UN, UDPRK
Realignments
The Korean network of clients has dissolved entirely.
Shanghai and Wuhan have broken away from Oz.
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:
https://docs.google.com/spreadsheet/pub?key=0AvvC2RzjnLTFdEtXaWNjY1YxNm1PZkNSWEFwSWtYdmc&output=html