The Spirit of Man: Brave New World!

Robert Can't

Éponine
Joined
Dec 7, 2007
Messages
3,216
Location
The Barricade
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Link to video.
Rules:

Economy

Firstly Economics is going to work a bit differently to other IOTs that have come previously. Most noticeably due to the fact that the private and public sectors are going to be split.

The Economy of a nation is split into two parts, its Private sector representing privately owned enterprises and its Public sector representing Government owned initiatives. Economy is represented as in many other IOTs simply by factories, which provide the ubiquitous IC that will fuel your nation. Both the Private and Public sectors are comprised of factories. Note: Factories represent all economic stuff, not just factories.

Each province on the map has a separate value for its Private and Public sector production, all provinces also have a value for Government Control. (Representing the authority of a state in its constituents) A Government Control of 0% represents occupation or territory not expanded into but internationally recognised as sovereign territories of your nations (i.e Uncolonized areas of Africa).

Each province then gets a value for Government Revenue which is the Government control multiplied by Public Sector IC. This value is then added directly to your total IC to spend.

Private sector income is all pooled at a national level. You can set a tax rate depending on what faction you're in (more on that later) and that percentage of Private Sector Revenue is added to total IC.
But wait - there's more! All that untaxed IC, it goes into the pockets of the factory owners and potential investors. This allows them to invest in factories themselves, this is how the private sector expands. A quasi-random amount of the private owner's money is reinvested into new factories. All the factories that you build are Public Sector.
Public sector buildings are also susceptible to decay and there is a quasi-random chance that a number of your facilities will have to be replaced each turn.

Spending

But what to do when you've managed to get all this lovely IC?
Well firstly you can build more factories, the cost of a factory is listed under your stats. Costs for private investors are usually less. You can never have more factories in a province than the factory limit which is usually 20 for the capital, 15 for core, 10 for non-core and 5 for colonial.

Spending on anything else has to come from your own imagination; there is, for example, no fixed cost for a unit of army strength - one would have to invest in recruitment or increasing military technology or some such.
This applies for all values other than factories - leadership, Military Strength, Espionage, information about your nation's internal problems (You will note that Revolt Risk is not a public value).

As technologies advance thing may change costs or benefits, for example an increased factory cap, these technologies will slowly diffuse throughout the nations of the world but investing in your own research operation could defiantly give you an edge rather than waiting for them to come to you.

Spending is in whole numbers, banking is not allowed.

Warfare

Each nation has 3 exciting values called Leadership, Army Strength and Navy Strength. These values represent your nation's ability to wage war. Leadership is used to coordinate operations and Army and Navy strength represent the forces available to you. Each of the values does not represent a single unit or army but just a general assessment of your nations Military potential in comparison to other nations.
Your army strength is then divided by your leadership into chunks for each leadership point. You can only assign chunks for any task. So, say if I had 3 leadership points and an army strength of 12 then my orders might consist of 2 leadership in an attack and 1 to stay in defense.
This would give the attacking army a strength of 8 and the defending one a strength of 4.
More Leadership means more combat flexibility and allows greater intricacies to your plans. An army group under 1 leadership point can not do anything more than advance as a block, with only one leadership points there are no outflanking attacks or encircling movements or other such things. Leadership is possibly the key to winning wars.


The Factions

One element of gameplay that has knock on effects in all aspects of your nation is what faction you are part of. Most nations previous played by players have a pre-assigned faction. There are 4 major factions each with benefits and the other things. This adds even more individuality as the old system of nations specific traits will be retained but still this system aims to make each persons nation play completely differently to each other. Bear in mind that though some factions may seem unbalance to others further balance comes from the nation's specific abilities.
Here I will list the four Major Factions:


Spoiler :
The Communists

The Communist nations of the world, commonly quite authoritarian and with an outlawed or tiny private sector these nations can wield large public sectors that are slicker and more efficient than their counterparts in other nations.

Min Tax Rate: 85%
Public Sector Factories Cost: -1 IC
Private Sector Factories Cost: +1 IC
Ability: Public Sector Decay happens at a half of the usual rate

The Monarchists

Representing the Monarchies and other old world government types, nations in this faction are typically European and imperialistic, they have no real bias towards any viewpoint and can be authoritarian absolute monarchies or the more liberal constitutional kind where power is concentrated more with the Parliament than the monarch themselves. These nations can field larger armies than other nations.

Max Tax Rate: 85%
Min Tax Rate: 15%
Leadership and Army Strength are easier to increase

The Republicans

Representing the newer governments of the world from the Presidential Dictatorships of South America to the New Republics of Europe. These nations are hard to typify as they can be anything or anything and are often changing. They are the least stable nation type as they are often new but they can also operate the strictest of internal policies.

Max Tax Rate: 85%
Min Tax Rate: 15%
Abilities: Government changes are easier to implement, Revolt Risk Reduction is easier, Finding out Revolt Risk is easier, Policy changes are less likely to enrage population, easier to expand NPC sphere of influence.

The Solutionists

A group of nations that have done away with the binding ties of Government regulations these are utopias of the free market. These nations also shun religion, charity and any other ideology that is not for the complete benefit of self. Self over all other things is there solution to the problem of humanity. The Government often is not an actual government but the business that has been selected to represent the interests of the solution on a global scale - public sector represents that company's holdings.

Max Tax Rate: 5%
All Factory Cost: -1 IC
Abilities: No Public Sector Decay, Private investors can contribute to the military.


There are also going to be 3 other Minor factions in the game. These are factions that nations cannot join but still represent powerful bodies in the world.

Spoiler :
The Jerusalemist Movement

When Parson Nathaniel was trapped by the martians during the invasion he went through a lot. Trapped in a house with a journalist and the corpse of his wife he was put through the utmost stress. Then one day he received a vision from the almighty.
after escaping the clutches of the martians he saw their demise and went on to preach about how the evils of humanity had brought them here and only because he had reasoned with God that humanity could repent of its sins did God smite down the invaders. Now, he claims, he must put humanity on the right path again and show us the path to repentance so that we can build an New Jerusalem.
He has since acquired a large number of militant followers throughout the world.

The Giovanni Family

When Garibaldi proclaimed himself new Emperor of Rome and began his expansion into Africa, Egypt and Spain there were forces at home that saw through his madness and began to scheme against him. The Three Great Families of the Italian mafia; Giovanni, Corleone and Prefetto united to throw off the shackles of this newly proclaimed Empire. However once the deed had been done and they had retaken Rome for themselves they realised they needed protection as they were not strong enough to exist on their own. To this end the Giovanni powerbase of Venice allowed itself to become part of the Antipapacy's territories. The Corleones and Prefettos assisted in the establishment of the Kingdom of the Two Sicilies following this they sank back into obscurity. The Giovannis however continued their criminal activities and expanded to be larger than anyone could have imagined, stretching from the gambling halls of Manilla to the Rum factories of Cuba the influence of the Giovanni family knows no bounds.

The December Group

An investment group called the December fund first came to rise during the years following the martian invasion to assist in the rebuilding of London. However their ambitions did not stop there and soon their investments spread to all sorts of countries across the globe. They every kind of industry in their repertoire and have developed complete vertical integration. They have weapon manufactories, coal mines, and even breweries located across the globe. The only resource that they don't have on their own is manpower, and they get that from whichever country has the lowest taxes...


NPC Rules

Similarly to the original one can expand one's sphere of influence to an NPC by spending a minimum amount of IC (1 per territory controlled by the NPC) and the highest bidder wins that nation into their sphere. Investments to sphere a nation are cumulative so if you invest one turn and again the next turn your influence score is the two combined.
If you have had a nation in your Sphere for 3 consecutive turns you can spend IC equal to half of its own IC to make that nation a puppet state of your own nation. You have complete control over diplomacy and policy in an NPC and though you can't order their spending directly you can point them in which direction you'd like them to go.
However an NPC can be invaded as a puppet state and then annexed. In this process a random amount of the Puppet's army will join yours in taking over the nation.

The Rebel types

Communists: Seeking to establish an Authoritarian Left wing government, naturally aligned to the Communist Faction
Nationalists: Can be found anywhere where another country is exercising its will over a foreign people. Their goal is independence, they are not aligned to any specific faction.
Reactionaries: Reactionaries, unsurprisingly, react to changes. Their goal is to return to a previous status quo. They are not aligned to any faction as a rule however they are normally Republican.
Monarchists: Unsurprisingly Monarchists are the rebels associated with the Monarchist faction, they seek to establish a monarchy in the nation, more likely to occur where a monarchy has recently been deposed. These rebels may also represent another claimant to the throne if occurring in a location where a monarchy is already present.
Liberals: Associated usually with the Republican faction liberal rebels will seek a more democratic society.
Solutionists: Often backed by investors from other Solutions these rebels seek to topple the government and create a right wing anarchic society.

Many nations may also have other rebels unique to them, or rebels occurring with certain events.
 
Stats:
Spoiler :
Europe:
Spoiler :
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Africa:
Spoiler :
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North America:
Spoiler :
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South America:
Spoiler :
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Asia:
Spoiler :
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Map:
Spoiler :
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Traits:

Spoiler :
PRC - How was Breakfast this Morning?
There’s a saying doing the rounds in the PRC that you can’t even eat your breakfast without the AFCR noting down exactly what you had and storing it on record. The amount of truth in the saying is astounding. The AFCR is the greatest intelligence gathering operation in the world, it is brutally efficient and to its operatives no information is unreachable however it also operates to ensure that the “people’s agenda” is continued by the government and it will try and ensure that the government remains true to their vision.
Gathering domestic intelligence chance increased by 100%, Gathering foreign intelligence chance increased by 66%, Secret Police activities chance increased by 66%, All other espionage missions chance increased by 33%, If the orders have something that goes against the principles of the AFCR then there is a 65% chance for that part of the order to be ignored.

Wallachia – The Court of the Driconias
Decades of terror, nightmares and madness from within the Royal Court have made their mark on Wallachia. Foreign powers are wary of them, their subjects ear their cruelty and the greatest laboratories of the world are funded out of their pockets – The Driconia Family maintains a tight grip on Wallachia. Though their influence has diminished from when they once held Moscow they are still the most powerful Royal Family in the world.
Technologies discovered by other nations are 200% more likely to diffuse to Wallachia. Martian technologies are more likely to be discovered by Wallachian scientists. All NPCs are going to be wary and the value of investments into NPCs are halved. More troops will defect to Wallachia in the event of the annexing a puppet.

Turkey - We’ll have the elections soon, promise...
The Government of Turkey is, as its name suggests only provisional. The Military has so far managed to maintain the Status Quo but vying factions suggest that anything could happen for the future of Turkey in the long run. However until this future is decided internal strife will run rampant throughout the nation as the people call for new elections, or the creation of a new Monarchy or whatever else it is that they want.
After the provisional government phase is over the benefits of the faction that gains prominence will be doubled. However until then revolt risk will increase rapidly each turn.

Mexico - The Díaz Regime
Through a combination of government control and social liberties President Díaz has managed to maintain an almost uncontested grip over Mexico’s politics. There is little support of this opposition parties. However the nation’s infrastructure has not yet been fully rebuilt and the Díaz Regime decided to cut back on planning laws to allow private investors to help rebuilt the economy.
Nation is less susceptible to revolt risk increases. Private investor cost reduced by 1, Public investment cost increased by 2.

Confederate Syndicates of America - All power to the syndicates!
The CSA as it is today was born out of the factories the heart and soul of the working class. And those workers have before fought desperately to defend their factories and would do the same again in an instant should the need arise. However reactionary elements are still powerful in the south and do not intend to sit idly by as the old values are tossed away.
Public sector factories count as an army strength of 0.2 on the defensive. Effects of reactionary revolt risk are doubled.

Iceland - Unmatched Navy
Iceland has always had one of the largest and strongest of Europe’s Navies going even against that of Germany during the Danish altercation. During this time Iceland has developed to have superior training and weaponry for its Ships and Marines. Iceland is small, Denmark is small, and Norway is small in population. Iceland has had to specialise its forces heavily, so its lack of manpower can be waved. However it is still a consistent problem to find new recruits and so Iceland suffers greatly of its Manpower shortage.
Army Strength is 75% less easy to increase. Navy Strength is 100% easier to increase.

Kingdom of Jerusalem – Expert defenders
The Kingdom of Jerusalem has often had to defend itself in close call situations and thus has built up a large experience of fending off attacks from all directions. Jeruslaem found itself as a new nation in the heart of the old. Many find it harder to conform to this new set of values after so long under the traditional ways of their cultures.
100% modifier on defence, Revolt risk for nationalists has double the effect.

Two Sicilies - Never Give Up, Never Surrender!
Generals of the Kingdom of the Two Scillies are well renowned for never giving up even in the face of the worst odds. This unrelenting attitude allows them to work well in both wars of attrition and in last chance missions to bring down the enemy. However corruption is a common issue in Italy and the Giovanni family has many assets in Southern Italy.
The Kingdom of the Two Scillies receives a bonus directly proportional to the difference between its leadership and its enemies.

Birmingham Trade League – Rule Britannia
One of the Three nations that rose up out of the turmoil of the fall of the British Empire the Birmingham Trade League was the only one to really stand the test of time. The Northern trade Federation quickly crumbled and the Celtic League was nearly all brought under the yoke of Iceland. Birmingham is now truly the sole successor to the British Empire. Its investors are rich and plentiful, its trade ships reach out across the seas. However as Britain was the landing site of the Martians London remains mostly devastated, the December group continues to rebuild the area and controls nearly all the businesses and factories in the area and the shady Jerusalemist movement also holds is headquarters in the ruined streets.
Private investors have 50% more available to spend, and are also more likely to spen on building new factories. Industrial research is also increased.

Germany - Industrie, Entschlossenheit, Brüderlichkeit
“Industrie, Entschlossenheit, Brüderlichkeit” reads the inscription carved out of stone above the Martian Victory Monument in Berlin, and the words speak greatly of the nation’s history. Industry: that above all was the key to Germany surviving as well as it did and as it picks up the pieces it finds itself at the centre of a crumbling cross continental empire held together only by that bond of Industrial might that has seen it through so much. Determination: The fact that the nation remains, despite being so spread out. And similarly Fraternity: what is shared between the Dutch, Galician and German peoples? Nothing, yet still they stand together as brothers.
Factory cap is increased by 1/3, NPC actions on German NPCs cost 1/3, revolt risk in Galicia and Holland has 1/3 the effect. Revolt risk in Germany has 2/3s the effect.

Egypt - Spirit of the Revolution
The many warring faction in Egypt would be at each other’s throats constantly, if not for the fact that a common enemy has presented itself. Egypt needs the Revolution to keep it from sliding into civil war, how will they cope once their peace has been won?
Revolt risk has ¼ of the effect in wartime and 4 times the effect in peacetime.

The Anti-Papal States - Religious Legacy
The Anti-papal states have a long history of being sort of liberal but really not that liberal and a large amount of military expertise thus the people are kept happy and the military is kept large.
Revolt risk is easier to reduce, army size is easier to increase.

United Chinese Federation - Dreams of a United China
The disjointed China has had many years of struggle and war and is threatened on every side. Among these conflicts Nationalist China, as it is known by many, has risen up as a claimant to the entirety of China. Its aims are for a democratic and united nation and it enjoys large amounts of popular support throughout its territories and those of its rivals. Despite this many of its rivals will not want to become part of Nationalist China each of them holding their own views as to what China should be.
All Chinese provinces will become core on conquest rather than Annexed territories. All NPC diplomacy for the other Chinese nations is half as effective as normal (i.e twice the amount must be spent for the same amount of investment as someone else).


Turn list:
1912 -Turn 0
1913 -Turn 1, (Sub turns : 1, 2, 3 ,4)
 
reservado


You may now all post to your hearts content

Be aware that you just need to post to claim a nation however to get a nation specific trait you must complete the application form.
 
I am here.
 
I am Two Sicilies. Do I need to post anything else? I believe that I had posted the application in the other thread.
 
The Federal United Republic of Egypt is present and ready to defend itself against the imperial threats that strive to destroy Egypt!

We call upon the anti-imperialist world to join us in a stance against imperial exploitation!
 
Kingdom of Jerusalem is here.
 
Deutschland über alles
 
PRC here.

If the orders have something that goes against the principles of the AFCR then there is a 65% chance for that part of the order to be ignored.

Best trait is best trait.
 
To: Confederate Syndicates of America, Socialist Republic of Quebec, Petrograd Commune, Free Sinhala
From: People's Republic of the Caribbean
CC: Socialist and Communist Parties and Movements Worldwide


The last few decades have proven to be a tumultuous period in world history, and the classic motto of our creed (Organize! Organize! Organize!) has been put on the wayside due to the pressing needs of the Martian War. However, we stand at the precipice of revolutionary change in how the worker of the world sees him or herself.

I call for the establishment of the Third International, as well as the establishment of an international conference of socialist thinkers to meet this year in Havana. The Third International and International Worker's Conference would aim to form cohesion among the many worldwide movements and discuss issues that affect the movement worldwide.
 
Iceland present.
 
You can indeed.

Edit: Celt: Hmmn, looks like a mistake, I'll look into it
 
I am posting here so Robert won't feel lonely.

If I don't lose my pretzels to the perils of chronic stomach jerkassery, then history should come in a few hours. If I do lose them, a few more hours.
 
Turkey is here.
 
The game has started
 
To: Hamburg-Rhineland, Bavaria, Austria
From: Germany


We would like to propose a Pan-German alliance. What say you?
 
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