The Crucible

Lighthearter

President of the United States
Joined
Apr 29, 2010
Messages
3,357
Location
The West Wing
1936. Nations have risen and fallen, and at the moment yours is on the rise. Do you have what it takes to master politics, economics, engineering, warcraft, espionage, ministers, ideologies and technology to forge a great empire, or will you be cast aside on the ash heap of history?

Time will tell. The nations of today are thrown into the Crucible of history - and God alone knows what will emerge at the end.

Welcome!

First, the rules. No being a jerk. I reserve the right to penalize anyone who is flaming, trolling, spamming, or who generally irritates me. All of the above are as defined by me.

This IOT is set in the late 30s and into the 40s.

To join: Choose two Traditions, three provinces from the map, one Technology, one Social Policy and arrange your 4 Command Units between Generals, Admirals and Air Marshals.

Now let me get to the explaining.

Traditions & The Map:

Traditions essentially are what your nation historically has skill in. This obviously influences what skills your people have in the modern day. There are eight Traditions.

Army Tradition: Army Minister starts at Tier Two, 5% Land Combat bonus.
Naval Tradition: Navy Minister starts at Tier Two, 5% Sea Combat bonus.
Air Force Tradition: Air Force Minister starts at Tier Two, 5% Air Combat bonus.
Officer Tradition: +2 starting Command Units, +1 starting Spy.
Merchant Tradition: Interior Minister starts at Tier Two, 5% Total Income bonus.
Legal Tradition: +1 starting Social Policy, +1 starting Minister Slot.
Innovative Tradition: +10% Points in Unit Creator, +1 Unique Unit.
Scientific Tradition: +1 starting Technology, 1 extra Secret Project available.

Choose two Traditions.

Spoiler :
qvybuAe.png


Choose three provinces. Establish a name, a capital province, a color, and any other details about your nation that you want. RP does award COPIOUS bonuses in this game, in all areas.

Technology & Social Policies:

Technologies represent the march of time and progress. You can research things from new units to nuclear bombs. Each new technology requires a Research Lab.

Spoiler :
wh93IEz.jpg


Choose one Tech from the list. If you chose the Scientific Tradition, choose two.

Social Policies represent the laws of your society. You can mix and match to customize just how liberal, conservative, free, authoritarian, socialist or capitalist your nation ultimately is. There are two "Tracks" roughly divided into authoritarian and democratic. The "pairs" are mutually exclusive, and you can only have one at a time. It costs 200 to adopt a Policy, +200 for all other policies you have in the same track and +400 for all policies you have in the other track. Repealing a Policy is free, but you can't adopt the opposite of the pair until the next turn. If you repeal a policy that awards a bonus, including a building or unit, the bonus is removed.

Depth Bonus 1: 6 of Democracy - +1 Tech. 6 of Authoritarian - +1 Command Unit.
Depth Bonus 2: All of Democracy - +1 Unique Unit, +5% Total Income. All of Authoritarian - +1 Unique Unit, +10% to all combat.
Width Bonus 1: 3 of Each - +1 Unique Unit, +1 Spy
Width Bonus 2: 5 of Each - +1 Command Unit, +1 Spy
Spoiler :

is752qs.jpg


Choose one Policy. If you chose the Legal Tradition, choose two.

Units & Buildings:

Units are the instrument of your nation's power across the world. You start the game with 3 Infantry, 1 Armor, 1 Anti-tank, 1 AA Gun, 1 Fighter, 2 Interceptors, 1 Escort, 2 Bombers, 1 Battleship, 2 Submarines, 3 Destroyers, 1 Cruiser and 1 Artillery.

Spoiler :
TcRvmdl.jpg


Buildings are the infrastructure that keeps your nation running. You can only have one building per province per turn it has been in your nation.

Spoiler :
7nHMIEY.jpg


You start the game with your Capitol in a province of your choice. You cannot acquire more than one.

Warcraft & Unique Units:

As units fight, they gain veterancy. As they level up, they become stronger.

You are requested to provide a name for all of your units. E.G. "USS Enterprise" "1st "Thunderhead" Division" "7th Tactical Air Wing" and such. If you do not supply one then one will be automatically provided. Units can be renamed at any time.

Spoiler :
Y2yDUiW.jpgg


There are four kinds of battle.

Minor Victory/Defeat means that the winning side won 2/3 RNG rolls, and did NOT inflict more than 75% damage to the defeated side.
Major Victory/Defeat means that the winning side won 3/3 RNG rolls, and did NOT inflict more than 75% damage to the defeated side.
Decisive Victory/Defeat means that the winning side won either 2/3 or 3/3 RNG rolls, and inflicted higher than 75% casualties on the loser, forcing them to withdraw from the contested province.
Total Victory/Defeat means that the winning side won either 2/3 or 3/3 RNG rolls and inflicted 100% casualties on the loser, annihilating their entire force and seizing the province.

War is fought primarily via Counters. Every unit is countered by something, and all units except artillery and railroad guns counter something else. If you have equal countering points to the enemy's strength of units that are countered(or greater), all units of the countering class fight at double strength in the battle.

That made no sense, did it?

Example time. A Battleship counters three destroyers. If you have 1BB for every 3 enemy DDs, then all your battleships fight at double strength. The same applies if you have 2 subs for every enemy battleship, or one destroyer for every enemy sub. Learn the counter chains and pay attention to the enemy's deployment in order to gain tactical advantages.

Air and naval units are limited by their range. They must operate within 3 provinces or sea zones of the nearest airbase or harbor respectively. The Capitol counts as both if it is coastal. Sea units can move over 3 seazones per turn. Air Units can either conduct a mission or rebase to another airbase/carrier/capitol every turn. Naval units can move into any land province that contains a Harbor or Capitol, but if the province falls they all take 50% damage and are forced back to sea. They are still vulnerable to air attack.

Command Units(Admirals, Generals and Air Marshals) have no combat strength on their own, but they provide a 20% combat bonus to all units of their province engaged in the battle. They provide a 10% bonus to units of their province that belong to your allies, but this does NOT stack if they have their own command unit.

Only CAGs and Interceptors may base on Aircraft Carriers. Otherwise a carrier functions like a mobile airbase.

Artillery functions as a ranged attack. They should not be sent along with forces moving into enemy provinces, and instead hang back in the border lobbing constant attacks into enemy land. There is no chance of damage being inflicted this way.

You can prioritize what enemy units to attack when your forces inflict casualties. It's not an ironclad thing, but if your men know to focus fire on enemy armor, they won't waste time shooting as many infantrymen. Or, say, if you launch an air raid against enemy artillery . . . .

Land Units may move across two provinces per turn if neither are hostile. They can move once and then attack, or simply attack, but not attack and move or attack and attack again. Any units that have taken damage in combat will heal up to 50% of their health for every turn that they take no actions and participate in no battles. Thus, any units you want to heal, you should move behind the lines.

Unique Units are your nation's individualized modifications off the base platform of other units. Each unit's attack, defense and HP is added up to get their "point" total(listed in the unit spreadsheet above). 30% of that total is then added on for your use in making UUs(Amount listed below). In addition, you can pull up to 20% from each stat and reposition those points on your favored stats. In ADDITION, you can pay to make your UU counter new units or counter more of the unit it normally counters.

You may create two Unique Units. Constructing a Unique Unit costs 25% more than the base unit you're modifying. You can unlock more Unique Units or add more points to customization by researching Secret Project Technologies. Some Policy rewards also add new Unique Unit slots.

Spoiler :
pmKBoWf.jpg


If you chose the Innovative Tradition, you have +40% points instead of 30%. You also may create three Unique Units instead of two.

Ministers & Provinces:

Ministers are the government officials and managers of your nation. They get choices between several options at each level, all of which provide substantial bonuses. Technologies and Social Policies will level up your Ministers. There are four potential Ministers. You can fire your minister at any point, but the replacement will earn one tier per turn starting the turn AFTER the firing takes place, until they reach the median level for your ministers.

Spoiler :
JxASBx3.jpg


You have one open minister slot, and your minister starts at Tier One. If you chose the Legal Tradition, you have two minister slots. If you chose the Army, Navy, Air Force or Merchant Traditions, any Army, Navy, Air Force or Interior Minister respectively will start at Tier Two.

Espionage & Economy:

Espionage is your nation's covert attempts to ruin everyone else's day. You start the game with 2 Spies. Spies can be left on Home Defense, which attempts to stop other nations' spy activities, or sent to perform spy actions against your enemies.

Sabotage: Attempt to destroy a building.
Steal: Attempt to reduce enemy income.
Steal Plans: Steal the plans for an enemy UU.
Arm Rebels: May only be performed in an Occupied or Territorial Province. If successful, this action may spawn NPC rebels, which the owner of the province will have to battle down.
Disrupt Production: Temporarily increase the cost of enemy units and buildings.
Steal Superweapon: Attempt to break into the enemy stockpile and steal a nuclear or biological weapon. If you wish your agent can simply detonate it where it is, unleashing the weapon on a random enemy Homeland province. Or you can deactivate it without detonating it, or attempt to return it to your land or that of another nation.

The Economy is simple. Every Occupied Province provides 25, Territorial Provinces provide 50, and Homeland Provinces provide 100 per turn. Factories placed in provinces will increase the output of the province.

5% of the global income(bonuses not counted) is awarded to each player as trade. Any nation that is embargoing you, at war with you, or at war period will not supply you any trade income. Your territorial output and trade are added together, any total income modifiers are added, and this is listed as your income.

An Occupied Province is a province that has only recently been secured by force of arms. All land you claim starts as this, and remains this for one turn. In war, all land you seize becomes this, and remains this until peace is declared, at which point it becomes a Territorial Province. Territorial Provinces become Homeland Provinces after 3 turns. You gain a 10% combat bonus when fighting in a Homeland Province. All three of your starting provinces are Homeland provinces.

Next 2 posts reserved for map/update list and then UU list. Once I've claimed Post #3 anyone can post without being clobbered by an NPC conspiracy.
 
oWlm69m.png


Winter 1936-1937 - Turn 1
Summer 1937 - Turn 2
Winter 1937-1938 - Turn 3(Coming Soon)
Summer 1938 - Turn 4
Winter 1938-1939 - Turn 5
Summer 1939 - Turn 6
Winter 1939-1940 - Turn 7
Summer 1940 - Turn 8
Winter 1940-1941 - Turn 9

North America:

The United States of America
Leader: Redspy
Color: Blue
Capital: Washington, DC(Mid-Atlantic)
Rank: 2

The Empire of the Alamo
Leader: Arya126
Color: Maroon
Capital: Dallas(Texas)
Rank: -

Grand Republic of the Yucatan
Leader: Secret Scribe
Color: Pink
Capital: Mérida(Yucatan)
Rank: -

The Federal Republic of Alaska:
Capital: Juneau(Alaska)
Ally: None
Bonus: +1 Command Unit

The Kingdom of Hawai'i:
Capital: Honolulu(Hawaii)
Ally: None
Bonus: O'ahu-Class Battleship

The Republic of Quebec:
Capital: Quebec City(Quebec)
Ally: None
Bonus: St. Lawrence Gunboat(Destroyer)

The Sovereign State of Panama:
Capital: Panama City(Central America)
Ally: None
Bonus: +5% Unit Creator Points

Coahuila People's Republic(Rebels!)
Capital: Ciudad Victoria(Coahuila)
Recognized By: None
At War With: Empire of the Alamo

South America:

The Republic of Acre
Leader: West India Man
Color: Green
Capital: Rio Branco
Rank: -

Argentina:
Capital: Buenos Aires(Argentina) - OCCUPIED
Ally: Spain
Bonus: Malvinas Infantry

Africa:

The Kingdom of Egypt
Leader: KaiserElectric
Color: Dark Orange
Capital: Cairo(Egypt)
Rank: 3

The Confederation of African States
Leader: Dem Taqat
Color: Tan-Brown
Capital: Tunis(Tripolitania)
Rank: -

The Arabian Caliphate:
Capital: Riyadh(Saudi Arabia)
Ally: None
Bonus: Rocket Battery AT Gun

The Republic of Nigeria:
Capital: Abuja(Nigeria)
Ally: None
Bonus: +1UU

The United States of Madagascar and Mozambique:
Capital: Antananaravio(Madagascar)
Ally: None
Bonus: Helldiver CAG

Somalia:
Capital: Mogadishu(Somalia)
Ally: None
Bonus: +5% Unit Creator Points

Europe:

The Empire of Spain:
Leader: Scarlet_King
Color: Orange
Capital: Madrid(Spain)
Rank: -

The Weimar Republic
Leader: Omega124
Color: Gray
Capital: Berlin(Eastern Germany)
Rank: 1

The Greater Russian Empire
Leader: Terran Emperor
Color: Yellow
Capital: Moscow(Muscovy)
Rank: -

The Republic of Naples
Leader: Samsniped
Color: Purple
Capital: Naples(Southern Italy)
Rank: -

The Kingdom of Great Britain

Leader: e350tb
Color: Dark, DARK Green
Capital: London(England)
Rank: -

Royaume de Belgique
Leader: Robert Can't
Color: Light Yellow
Capital: Brussels(Belgium)
Rank: -

The Ottoman Empire:
Leader: Ailedhoo
Color: Light Orange
Capital: Istanbul(Istanbul)
Rank: -

The Kingdom of Portugal:
Capital: Lisbon(Portugal)
Ally: Spain
Bonus: +1 Command Unit

The Kingdom of Sweden:
Capital: Stockholm(Sweden)
Ally: None
Bonus: +1 UU

Czechoslovakia:
Capital: Prague(Czech Republic)
Ally: Greater Russia
Bonus: F-16 Bomber

Ukraine:
Capital: Kiev(Ukraine)
Ally: Greater Russia
Bonus: +5% Unit Creator Points

Ireland:
Capital: Dublin(Ireland)
Ally: None
Bonus: Belfast-Class Carrier

Asia

The Republic of Indonesia
Leader: Reus
Color: Cyan
Capital: Jakarta(Java)
Rank: -

The State
Leader: Ninjacow64
Color: Black
Capital: Smith's Landing(East Siberia)
Rank: -

The Republic of China
Leader: GreekAnalyzer
Color: Ocean Blue
Capital: Beijing(Central China)
Rank: -

The Republic of India
Leader: Arrow Gamer
Color: Puke
Capital: Mysore(Mysore)
Rank: -

The Greater Korean Empire
Leader: Christos
Color: Red
Capital: Seoul(South Korea)
Rank: -

New Zealand:
Capital: Wellington(New Zealand)
Ally: None
Bonus: +1UU

Pakistan:
Capital: Islamabad(Pakistan)
Ally: None
Bonus: +5% Unit Creator Points

Sakhalin:
Capital: Yuzhno-Sakhalinsk(Sakhalin)
Ally: None
Bonus: +UU

The People's Republic of Vietnam:
Capital: Hanoi(North Vietnam)
Ally: None
Bonus: Dragon Interceptor

The Free Taiwanese Republic:
Capital: Taipei
Ally: None
Bonus: +1 Command Unit
 
The Unit Creator

This is a step by step guide on making Unique Units in The Crucible. Pay attention.

Step 1: Unit

Choose a unit. Railroad Guns, Artillery, Nuclear Bombs, Biological Bombs and Spies cannot be made into Unique Units.

For our example, and because I'm a naval fan, I'll choose the Battleship. Because I'm a Hawai'iphile, I'll call it the O'ahu-Class Battleship. Go ahead and name your UU too.

Step 2: Points

Since I'm not an Innovative Nation, I get 30% of the unit's points for creation. This sounds complicated, but don't sweat it none - I did the work for you. I've multiplied all the units' point totals(See the unit spreadsheet for the totals) by .30. The number listed below is the result. You don't have to do any math on this!

an4Idna.jpg


Spoiler :
pmKBoWf.jpg


In the red circle is the battleship's bonus point count. The spoiler contains an unmodified sheet. The number there is the amount you have to spend on stats or counters.

If I was an Innovative Nation, I would use 40% instead of 30%. I didn't do the math for that, but it shouldn't be hard - either add 1/3 again of the point total in the above image or add 1/10 of the total point value from the unit spreadsheet. Or just multiply the unit total by .40. Having UU Point Secret Projects will also increase your amount. Do a little math and you'll know what you have to use.

My current stats are:

O'ahu-Class Battleship: 140ATCK 140DEF 160HP with 112 points to modify.

Now, I would rather my battleship be a badass attacker than resilient, so I'll pull some points out of Hit Points. I can pull up to 20% of the value from any stat and place it in any other. Doing some quick math(multiplying the stat, in this case HP, by .20) I can pull 32 points out of HP. I'll pull out 20, dropping it to 140.

O'ahu-Class Battleship: 140ATCK 140DEF 140HP with 132 points to modify.

Here's the unit spreadsheet that shows all unit base stats:

Spoiler :
TcRvmdl.jpg


Step 3: Counters

Before I spend my points on attack, defense or HP, I'm going to look at Counters. In the sheet displayed at the start of Step 2, it shows you a list of potential Counters you can add to your unit.

Spoiler :
pmKBoWf.jpg


First it displays the unit you're spending points to counter, then the cost to counter 1 of that unit. I'm going to spend 75 points to make the O'ahu-Class counter other Battleships and Battleship-based UUs. This means I don't need as many submarines in my fleet, which will be a godsend if I have a battleship-focused Navy Minister. This leaves my stats as:

O'ahu-Class Battleship: 140ATCK 140DEF 140HP(+1 Counter for Battleships) with 57 points to modify.

If I had chosen to counter a Destroyer, the O'ahu-Class would now count as a counter against 4 Destroyers instead of 3, making it even more effective at its given role. I could even have spent to make it counter Submarines, but purchasing cross-counter Counters is more expensive than any other type.

Aircraft Carriers can, as you can see, purchase more slots to carry air units, but no other special abilities are allowed in the current system, though I am considering more for the future.

Step 4: Spending on Stats

Now, I'll take my remaining 57 points and invest them. I'll put 27 into Defense, just to keep my strength up even when not attacking, and 30 into Attack for a more or less even split. This leaves us with:

O'ahu-Class Battleship: 170ATCK 167DEF 140HP(+1 Counter for Battleships)

Now the gameplay side of your UU is done. There's one more step.

Step 5: Lore!

Just for fun, and for other players' benefit, I'll describe my battleship.

The O'ahu-Class battleships are armed with four main caliber turrets, arranged two each on bow and stern and each one mounting three sixteen-inch cannons. Special armor-piercing shells give the battleships immense punch against other ships of their class. There is also an impressive battery of machineguns and small caliber turret cannons. Based primarily on: http://en.wikipedia.org/wiki/Montana-class_battleship

Now I just go and edit my OP to list the vessel and inform the GM via a thread post or VM that I've made a new UU. Once I get confirmation that it's been added to the spreadsheet, I'm golden.

Step 6: Build and Wage War!

Now you just have to make some of this shiny new UU. A UU costs 25% more than the base unit does.

Spoiler :
Infantry: 62
AT Gun: 94
Armor: 137
Fighter: 137
Interceptor: 75
Escort: 94
Bomber: 87
CAG: 87
Battleship: 175
Destroyer: 62
Cruiser: 100
Submarine: 75


In addition, you can sell or buy Production Licenses to or from anyone interested. If you do so, you can either build as many copies as you are willing to pay for, or you allow another player to pay you in exchange for a certain amount of your Unique Units. There are 9 NPCs with Unique Units, and they sell production licenses for 25% of the UU's cost per unit.

And there you have it! Follow these steps and soon your own UUs will be marching across the world.

Approved Unique Unit List:
Spoiler :
Indigenous Infantry(54ATCK/68DEF/86HP/Infantry) - Republic of Acre(West India Man)
Specialized Aircraft(70ATCK/66DEF/105HP /Fighter) - Republic of Acre(West India Man)
The Minutemen(40ATCK/80DEF/63H/+1 Counter for Infantry/Infantry) - United States of America(Red_Spy)
Indiana Guerrilla Fighters(50ATCK/108DEF/50HP/Infantry) - The Empire of Spain(Scarlet_King)
Nautilus-Class Submarine(73ATCK/60DEF/55HP/+2 Counter against Subs/Submarine) - The Empire of Spain(Scarlet_King)
Royal Marines(50ATCK/60DEF/50HP/+1 Counter against Infantry/+2 Counter against Artillery/Infantry) - Great Britain(e350tb)
Matilda II Infantry Tank (120ATCK/100DEF/75HP/+2 Counter against Infantry/+1 Counter against Artillery/Armor) - Great Britain(e350tb)
BI7 'Camel' Bomber(70ATCK/30DEF/121HP/Bomber) - The Confederation of African States
S32d 'Berber' Tank(133ATCK/103DEF/103HP/+1 Counter against Armor/Armor) - The Confederation of African States
Imperial Guards(30ATCK/90DEF/63HP/+1 Counter against Infantry/Infantry) - The Greater Korean Empire
Leopard Tanks(158ATCK/170DEF/105HP/Armor) - The Greater Korean Empire
Sinchuan-Class Destroyer(62ATCK/50DEF/57HP/+1 Counter against Air Units/Destroyer) - The Republic of China
Fist of China(127ATCK/100DEF/83HP/+1 Counter against Armor/+1 Counter against Infantry/Armor) - The Republic of China
Mountaineers(50ATCK/83DEF/50HP/+1 Counter for Infantry/Infantry) - The Republic of India
Precision Bombers (126ATCK/35DEF/70HP/Bomber) - The Republic of India
Imperial-Class Aircraft Carrier(35ATCK/90DEF/150HP/+1 Air Slot/Aircraft Carrier) - The Empire of the Alamo
Stalker Interceptor(90ATCK/40DEF/40HP/+1 Counter for Interceptors/+1 Counter for Fighters/Interceptor) - The Empire of the Alamo
Battle Tank (112ATCK/160DEF/80HP/+2 Counter for Armor/Armor) - The Empire of the Alamo
Stuka(73ATCK/48DEF/65HP/+1 Counter for Land Units/Fighter) - The Weimar Republic
Panzergrenadier(98ATCK/60DEF/50HP/Infantry) - The Weimar Republic
Iron Guard(60ATCK/60DEF/54HP/+2 Counter against Infantry/Infantry) - The Greater Russian Empire
T-35(120ATCK/113DEF/90HP/+2 Counter against Armor/Armor) - The Greater Russian Empire
Yak-1(80ATCK/69DEF/80HP/+1 Counter against Fighters/Fighter) - The Greater Russian Empire
Hastati(74ATCK/74DEF/60HP/Infantry) - The Republic of Naples
Triarii(129ATCK/120DEF/105HP/+1 Counter for Infantry/Armor) - The Republic of Naples


UUs Requiring Work & Why:
Spoiler :
KOPASSUS - Republic of Indonesia(Reus) - incomplete post
Sriwijaya Class - Republic of Indonesia(Reus) - incomplete post
Barbarossa Corvette - The Ottoman Empire - incorrect point spending
Orban Bomber - The Ottoman Empire - incorrect point spending


-L
 
Spain
Claims: Spain (capital), Catalan, Andalusia
Color: Orange
Legal Tradition, Scientific Tradition
Technology: Minister Training. Big Government.
Social: Free Market, Meritocracy
Command: 2x Generals. Admiral. Air Marshal

Ministers:

Interior: Minister of Economics, Social Security, Government Aid
Army: Centralized Command, Home Guard, Patriotic Fervor
Naval: Centralized Command, Wolfpack Doctrine, Silent Service

UU:

Indiana Guerrilla Fighters (Infantry): +48 Defense.
The Nautilus (Submarine): +2 Counter against SS. +13 Attack


Unit Listing

Spoiler Army :
I Infantry Brigade
II Infantry Brigade
III Infantry Brigade

I Armor Brigade

I Artillery Brigade (Artillery)
II Artillery Brigade (Anti-Tank)
III Artillery Brigade (AA Gun)


Spoiler Navy :
ESN-Escort 01
ESN-Submarine 01
ESN-Submarine 02
ESN-Destroyer 01
ESN-Destroyer 02
ESN-Destroyer 03
ESN-Cruiser 01


Spoiler Air Force :
I Interceptor Squadron
II Interceptor Squadron

I Bomber Squadron
II Bomber Squadron

I Fighter Squadron
 
Country: The United States of America
President: Huey "The Kingfish" Long
Party: Democratic
Traditions: Legal, Scientific
Technology: Minister Training, Big Government
Social Policies: New Deal Share Our Wealth, Cult of Personality
Command Units: 2 General, 1 Admirals, 1 Air Marshal

Ministers:
  • Army (Douglas MacArthur)
    • Centralized Command
    • Offensive Doctrine
  • Naval (Chester W. Nimitz)
    • Centralized Command
    • Gunboat Doctrine
  • Air (Charles Lindbergh)
    • Centralized Command
    • Naval Aviation
  • Interior (Gerald L. K. Smith)
    • Minister of Economics
    • Social Security

Unique Units:
The Minutemen (Infantry)
Spoiler :
40/80/63
Counters: Anti-tank, AA Gun, Infantry 1:1

Spoiler Claims :
AsTy9mI.png
 
The Republic of Acre

500px-Bandeira_do_Acre.svg.png



Link to video.


Spoiler Claims :
Hwi9HJQ.png


Traditions: Merchant and Air Force
Capital: Rio Branco (in Northern Brazil)
Official language: Portuguese
Recognized languages: Spanish, Guaraní, Asháninka, Macushi, Yanomamö, Aymara, Quechua, Chiquitano
Demonym: Acriano/Acrean
Macro-regions: Northern Brazil, Peru, Bolivia
Micro-regions: -In Bolivia: Beni, Tarija, Oruro, Chuquisaca, Potosí, Cochabamba, Santa Cruz, A Paz, Chaco Boreal
-In Peru: Ecuador Oriental, Ecuador Occidental, Ayacucho, Ica, Moiobamba, Huánuco, Lima, Huacho, Iquitos, Huaraz, Chiclaio, Huancaio, Arequipa, Cuzco, Puno, Cajamarca, Trujilo, Piura
-In Northern Brazil: Acre, Amazonas Central, Amazonas do Norte, Amazonas do Sul, Amazonas do Sudoeste, Roraima, Amapá, Guiana Occidental, Guiana Oriental, Rondônia, Mato Grosso do Norte, Mato Grosso do Centro-Sul, Mato Grosso do Sudoeste, Mato Grosso do Sudeste, Baixo Amazonas, Marajó, Belém, Pará do Norte, Pará do Sul

Total Area: 7,871,389 km^2 (3,039,160 mi^2)
-Area of Northern Brazil: 4,957,148 km^2 (1,913,966 mi^2)
-Area of Bolivia: 1,345,505 km^2 (519,502 mi^2)
-Area of Peru: 1,568,736 km^2 (605,692 mi^2)

Total Population (est.): 14,792,000
-Population of Northern Brazil (est.): 3,400,000
-Population of Bolivia (est.): 3,245,000
-Population of Peru (est.): 8,147,000

Total Density: 1.88/km^2 (4.87/mi^2)
-Density of Northern Brazil: 0.69/km^2 (1.77/mi^2)
-Density of Bolivia: 2.41/km^2 (6.24/mi^2)
-Density of Peru: 5.19/km^2 (13.45/mi^2)

Technology: Morphine and Sulfates
Policy: Free Market
Command Units: General Antônio Ernesto Gomes Carneiro, General Luís Carlos Prestes, Admiral Pedro Max Fernando Frontin, Air Marshal Eduardo Gomes
Unit names:
-Primeira Divisão do Exército - Infantaria (Infantry)
-Segunda Divisão do Exército - Infantaria (Infantry)
-Terceira Divisão do Exército - Infantaria (Infantry)
-Primeira Divisão do Exército - Cavalaria Mecanizada (Armour)
-Primeiro Batalhão da Infantaria Especializada (Anti-Tank)
-Segundo Batalhão da Infantaria Especializada (AA Gun)
-Primeira Força Aérea (Fighter)
-Segunda Força Aérea (Interceptor)
-Terceira Força Aérea (Interceptor)
-Quarta Força Aérea (Escort)
-Quinta Força Aérea (Bomber)
-Sexta Força Aérea (Bomber)
-EA Rio Branco (Battleship)
-SA Petrópolis (Submarine)
-SA Gálvez (Submarine)
-CPA Carvalho (Destroyer)
-CPA Néri (Destroyer)
-CPA Plácido de Castro (Destroyer)
-CRA Alves (Cruiser)
-Primeiro Batalhão da Artilharia (Artillery)

Unique Units:
-Indigenous Infantry (Infantry) (+36 HP, +4 Attack, +8 Defense)
-Specialized Aircraft (Fighters) (+40 HP, +10 Attack, +6 Defense)

Government: Federative Presidential Constitutional Republic
-President: José Guiomard dos Santos
-Vice-President: José Luis Tejada Sorzano
-Interior Minister: Gustavo Capanema (Minister of Economics, Trade Master)

Legislature: Congress
-Upper house: Senate
-Lower house: Chamber of Deputies

Currency: Cruzeiro (CRZ)
Timezones: GMT-3, GMT-4, GMT-5 (There is no summer time)


Spoiler President José Guiomard dos Santos :
2012_junho2_thumbnails_thumb_G_S_08_97df86f.jpg


Spoiler Vice-President José Luis Tejada Sorzano :
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Spoiler Interior Minister Gustavo Capanema :
Gustavo_Capanema_1932.jpg


Spoiler General Antônio Ernesto Gomes Carneiro :
220px-General_Carneiro.png


Spoiler General Luís Carlos Prestes :
250px-Bundesarchiv_Bild_183-13290-0017%2C_Luis_Carlos_Prestes.jpg


Spoiler Admiral Pedro Max Fernando Frontin :
pedrofoto.jpg


Spoiler Air Marshal Eduardo Gomes :
The+Man.jpg
 
Greater Russian Empire
Большой русский Империя
Bol'shoy russkiy Imperiya

iGxW1yl.png

Full Name: Greater Russian Empire
Nicknames: National Socialist Russia, Naso Russia, Russia
Short form: Russia
Government: Naso Single Party State
Party: Национальные социалисты российские рабочей партии (Natsional'nyye sotsialisty rossiyskiye rabochey partii (National Socialist Russian Workers Party)
Head of State: Rukovodstvo Ioseb Besarionis dze Jugashvili
CroppedStalin1943.jpg

Party: National Bolshevik Party
Capital: Moskva
Anthem: The Anthem of the Russian Republic

Link to video.

Hey Slavs

Link to video.
Traditions:
  • Army Tradition
  • Innovation Tradition
Technology:
  • Big Government
Social Policies:
  • Planned Economy
Ministers:
Spoiler :

  • [*]Army (Georgy Zhukov)
    337px-RIAN_archive_2410_Marshal_Zhukov_speaking.jpg
    • Centralized Command
    • Offensive Doctrine

    [*]Naval (Romuald Muklevich)
    Muklewicz.jpg

    [*]Air (Yakov Alksnis)
    21018.jpg

    [*]Interior (Anatoly Lunacharsky)
    466px-Anatoly_Lunacharsky.jpg
    • Minister of Economics

Unit Names:
  • Army
    • 1st Guards - Iron Guard (Infantry)
    • 2nd Guards - Iron Guard (Infantry)
    • 1st Guard Cavalry - Iron Guard (Infantry)
    • Tsar Division - T-35 (Armor)
    • 1st Tank Destroyer - Anti-Tank
    • 1st AA Division - AA Gun
    • 1st Guards Artillery - Artillery
  • Navy
    • Pyotr Velikiy - Battleship
    • Rurik - Cruiser
    • Dikiy - Destroyer
    • Burnyi - Destroyer
    • Sil'nyy - Destroyer
    • Akula - Submarine
    • Morzh - Submarine
  • Air
    • 1st Guards Fighter - Yak-1 (Fighter)
    • 1st Mixed - Interceptor
    • 2nd Mixed - Interceptor
    • 1st Guard Bomber - Bomber
    • 1st Bomber - Bomber
    • 1st Long Range - Escort

Command Units:
2 Generals, 1 Naval, 1 Air

Unique Units:
Spoiler :

Iron Guard:
(Infantry)
Stats: 60ATK 60DEF 54HP 2 vs Infantry

T-35 Armor Division
(Armor)
Stats: 120ATK 113DEF 90HP 2 vs Armor

Yak-1
(Fighter)
Stats: 80ATK 69DEF 80HP 1 vs Fighter


Lore tomorrow

DmSAgOY.png



claims

History tomorrow
 
As am I, though I'm leaning Middle or Far East.

Never mind.
 
500px-Flag_of_Germany.svg.png

Country: German Realm (Deutsches Reich)
Short Name: Germany (Deutschland)
Chancellor: Franz von Papen
Party: Centre Party
Capital: Berlin
Traditions: Air Force, Officer
Technology: Paratroopers
Social Policies: Free Trade
Command Units: 2 Generals, 1 Admiral, 3 Air Marshals

Ministers:

Army (Erwin Rommel):
Tier Zero

Air Force (Manfred "The Red Baron" von Richthofen):
Centralized Command
Dogfighting

Naval (Alfred Saalwächter)
Tier Zero

Interior (Hans von Dohnányi)
Tier Zero

Spoiler Unit List :

1. Infanterie-Division
2. Infanterie-Division
3. Infanterie-Division
1. Panzer-Divsion
1. Panzerfuliser-Division (Anti-Tank)
1. Luftstreitkräften-Feld-Division (AA Gun)
Jagdgeschwader 1 (Fighter)
Jagdgeschwader 2 (Interceptor)
Jagdgeschwader 3 (Interceptor)
Schusta 1 (Escort)
Kaghol 1 (Bomber)
Kagohl 2 (Bomber)
Kagohl 3 (Bomber)
Schleswig-Holstein (Battleship)
Graf Spee (Cruiser)
Z1 Leberecht Maass (Destroyer)
Z2 Georg Thiele (Destroyer)
Z3 Max Schultz (Destroyer)
U-1 (Submarine)
U-2 (Submarine)
18. Artillerie-Division (Artillery)


UUs:

UU 1: Stuka (Fighter Base)
Lightly armored but heavily armed fighter with dive bombing capabilities
73/48/65
Counters Interceptor, bomber, and CAG (1:2); land units (1:1)

UU2: Panzergrenadier
Mechanized infantry designed for shock and vanguard duties; copious halftrack, assault gun, and tank destroyer support make Panzergrenadiers all-around fight stronger.
98/60/50
Counters Anti-Tank, AA gun (1:1)
 

Attachments

  • Weimar.png
    Weimar.png
    3.3 KB · Views: 88
Flag_of_the_Alaskan_Socialist_Republic_%28Russian_America%29.svg


Socialist Republic of California
Capital: Sacramento
Government: Socialist parliamentary republic
Head of State: President Upton Sinclair
Head of Government: First Chairman Jack Reed
Legislature: People's Assembly (unicameral)
Official Languages: English, Spanish, various Indian languages

Traditions: Legal, Scientific
Technologies: Rocket Artillery, Marine Corps
Social Policies: Meritocracy, Five Year Plan
Command Units: 1 General, 2 Admirals, 1 Air Marshal

X8pdOTB.png
 
Republic of India

Merchant tradition
Legal tradition

Free market, new deal. 1 factory per province.

Starting with a interior minister, starting at tier 3 and with the three income boni. Also starting with a level two army advisor, starting with the centralized command and defensive doctrine boni.

Starting with the minister training tech.

2 generals, 1 air marshal, 1 admiral.

Units:

TBD

UUs:

Mountaineers: 25 on 1 more infantry counter. 23 on raising defense stat.
Precision Bombers: 51 into attack.





Spoiler :
cpRDthL.png
 
Joining as Egypt, keep it open :3
 
Nation: The Empire of the Alamo

Provinces:
Texas
New Mexico
Province south of New Mexico and west of Texas

Capital: Dallas, Texas

Color: Maroon

Background:
The Empire of the Alamo was born when Texas seceded from Mexico. The crucial battle was the second Battle of the Alamo where the main Mexican army met an army of volunteers from across Texas as well as many from the american south that had gathered. However they had more than a normal victory here. The Mexican army was shattered thanks to brilliant tactics and strategy on the part of the Texans, with the victorious general eventually becoming the first Emperor. The subsequent offensive into Mexico yielded great results in the eventual peace treaty. However the next century has seen the great city of Dallas grow and be named capital, California rise to the west and the Union emerge from their ashes to the east, both posing threats of their own, and both possible allies. Hopefully the traditions of Innovation and Science can keep Texas and the Alamo strong.

Traditions:
Scientific
Innovative

Technology:
Rocket Engines
Jet Engines
Flight Deck
Engineer Corps

Social Policies:
Private Research

Command Units:
2 Generals
1 Admiral
1 Air Marshal

Ministers:

Interior Minister: George Vandever
Minister of Economics

Units:

Imperial Texan Army

1st 'Independence' Infantry Division
2nd 'Justice' Infantry Division
3rd 'Scorpion' Infantry Division
1st 'Decimation' Armored Division
1st 'Defender' Anti Aircraft Brigade
1st 'Entrenched' Anti Tank Brigade
1st 'Rain' Artillery Brigade

Imperial Alamo Navy

IAN Shadow (Battleship)
IAN Life (Cruiser)
IAN Bowie (Destroyer)
IAN Crockett (Destroyer)
IAN Jackson (Destroyer)
IAN Stealth (Submarine)
IAN Ocean (Submarine)

Imperial Air Force

'Ace' Fighter Wing
'Predator' Interceptor Wing
'Assassin' Interceptor Wing
'Immortal' Escort Wing
'Zeus' Bomber Wing
'Hades' Bomber Wing

Unique Units:

Imperial Class Aircraft Carrier
Spoiler :

35 Attack
90 Defense
150 HP
4 Air Slots
Counters Air Units 1 for 1
Cost: 175



Stalker Class Interceptor
Spoiler :

90 Attack
40 Defense
40 HP
Counters Escorts, Fighters, Interceptors 1 for 1
Counters CAGs, Bombers 1 for 2
Cost: 75


Battle Class Armor
Spoiler :

112 Attack
160 Defense
80 HP
Counters Armor 1 for 2
Cost: 137


IN PROGRESS
 
Country: Republic of Naples
Claims: Naples (Capital), Rome, Lombardy
Color: Tyrian Purple (hexcode and RGB code inside)
Short Name: Naples
Demonym: Neapolitan (regional demonyms also used, e.g. Venetian, Roman)
Traditions: Army, Science
Technology: Rocket Engines, RADAR
Social Policies: Total War
Command Units: 2 Generals, 1 Admiral, 1 Air Marshal

Ministers:
Army (Marco Montolivo):
Centralized Command, Offensive Doctrine

Units:
Legio I Neapolitania
  • Legio I 1st Cohort Velites (Infantry)
  • Legio I 2nd Cohort Velites (Infantry)
  • Legio I 3rd Cohort Velites (Infantry)
  • Legio I 4th Cohort Armored
  • Legio I 5th Cohort Anti-Armored (Anti-tank)
  • Legio I 6th Cohort Anti-Aircraft
  • Legio I Auxiliary Artillery Division
Republican Air Force
  • 1st Neapolitan Fighter Wing
  • 2nd Neapolitan Fighter Wing I-Class (Interceptor)
  • 3rd Neapolitan Fighter Wing I-Class (Interceptor)
  • 1st Neapolitan Escort Wing
  • 1st Neapolitan Bomber Wing
  • 2nd Neapolitan Bomber Wing
Republican Naval Forces
  • RNF BB-1 Neptune-class Battleship
  • RNF SS-1 Trident-class Submarine
  • RNF SS-2 Trident-class Submarine
  • RNF DD-1 Mercury-class Destroyer
  • RNF DD-2 Mercury-class Destroyer
  • RNF DD-3 Mercury-class Destroyer
  • RNF CC-1 Titan-class Battlecruiser

Unique Units:
Hastati (Infantry) - 74 ATK, 74 DEF, 60 HP, costs 62 revenue
Triarii (Armor) - 129 ATK, 120 DEF, 105 HP, +1 Infantry Counter costs 137 revenue
Both units named after the Roman military divisions, the Hastati are the elite soldiers hardened in battle across Italy, highly experienced in combat and a formidable foe to any standard infantry unit. The Triarii are even stronger, with the standard Hastati fighting alongside the top tank commanders and mechanized troops, able to deploy at a moment's notice to counter any threat.
 
Kingdom of Great Britain
Government: Parliamentary Democracy
Leader: Prime Minister Clement Attlee
Traditions: Naval Tradition, Army Tradition
Technology: RADAR
Social Policy: Free Market

Military
Army Divisions:
- Guards Division
- 1st Infantry Division
- 2nd Infantry Division
- 1st Armoured Division
- 1st Anti-Tank Brigade (Royal Artillery)
- 1st Anti-Aircraft Artillery Brigade (Royal Artillery)
- 1st Field Artillery Brigade (Royal Artillery)

Air Force:
- 1 Squadron (Fighter)
- 2 Squadron (Interceptor)
- 3 Squadron (Interceptor)
- 4 Squadron (Escort)
- 5 Squadron (Bomber)
- 6 Squadron (Bomber)

Royal Navy:
- HMS King George V (Battleship)
- S-1 (Submarine)
- S-2 (Submarine)
- HMS Cossack (Destroyer)
- HMS Zulu (Destroyer)
- HMS Maori (Destroyer)
- HMS Newcastle (Cruiser)

Ministers
Naval Minister: First Lord of the Admiralty Winston Churchill (Centralised Command, Gunboat Doctrine)

Unique Units
- Royal Marines (Infantry) - Counters Infantry (1), Artillery (2)
- Matilda II Infantry Tank - Counters Infantry (2), Artillery (1)

Claims attached.
 
QUESTIONS

1. With New Deal social policy, is the 10% factory meaning that factories increase income by 35% now?

2. Is the factory bonus to province income before trade income is calculated? If not, is it before total income is calculated?

3. Explain the air units please. What are CAGs, Escorts, Fighters, and Interceptors in relation to each other? A CAG is a carrier air group and is normal composed of both fighters and bombers (naval versions of course), so why is a CAG automatically countered by escorts, fighters, and interceptors? Why do escorts counter fighters?

4. Do command bonuses from generals etc. stack on each other? With 2 generals, would I have a 40% bonus instead of 20%?

5. How do land units cross bodies of water? Fleet chains?

6. Can our UUs have special abilities, such as 3 air unit slots on carriers instead of 2?

7. Please, please, please explain the UU chart. I have no idea what any of it means.

8. Wouldn't Arsenal of Ideology become OP if a group of players were to form and just a single one of them had it?

Some of these were discussed in chat with no conclusive answers. Others I am curious as the OP isn't too clear.
 
I'm going to play this, but I'm not sure who I'm going to play as...I'll get something down at some point.
 
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