SouthernKing
crickety cricket
In the 22nd century, amidst many uninterrupted decades of unparalleled war, famine, disease, and ecological disaster - in total, leaving hundreds of millions dead - the governments of the world decided they. And so, in the Great Exodus, the majority of humankind fled Earth for hopes of a brighter future amongst the stars.
This is not their story.
This is the story of those who stayed behind.
The year is 2200. Now, with Earth's worst days behind it, modern civilization is arising on Earth once more. Will this new world repeat the great folly of the old, or will it forge a new dawn for the planet?
The Rules
Let's get this bit out of the way, shall we? Stay civil, don't flame, blah blah, I trust everyone not to destroy each other. That's...you know what, probably really bad idea, but whatever. You know what happens if this breaks.
To start out, pick a name and a color (anything except black, the land color, and the sea color) and claim 10 provinces on the map. The only requirement is that all your provinces must be contiguous or bordering the sea. Then tell us your form of government, flag, policies, history, and so forth, to your heart's content.
Everything is done in EPs. You have as many EPs as you do provinces. You can also bank EPs, should you wish to do so. EPs can be freely exchanged and traded between countries.
You can expand into unclaimed provinces. There are two ways you can do this. One is to send an army unit there. The other is to invest 1 EP to colonize the province, which only works if the province borders you. There is a cap of 5 provinces per turn into which you can expand.
Military-wise, everyone starts with nothing. A single army costs 2 EP, a single navy costs 4 EP. One navy can transport one army anywhere around the globe. Declarations of war may or may not be public, depending on what you wish. If you want to go to war, send me warplans. Combat is determined by the standard combat system some people (Sone I think) used a while ago. Every unit involved adds 1, and a single RNG roll is used to determine the victor and casualties.
You can also spend EPs on certain espionage missions. (this part totally not stolen from Nedim and/or even earlier) There are several possible missions. These are base costs; every 1 EP over this increases success by 5% and decreases discovery chance by 5%, capping at 90% and 10%, respectively.
-Counter-espionage: Costs 4 EP; 30% chance of success, 20% chance of discovery; The target loses the ability to conduct spy missions for one turn. Any spy mission the target took against you the previous turn fails.
-Steal plans: Costs 5 EP; 20% chance of success; 10% chance of discovery; Doubles your RNG chance.
-Support Rebellion: Costs 6 EP; 20% chance of success, 50% chance of discovery; Causes NPC rebels to appear in a province in the target country. The rebel will attempt to seize control of a province. If successful, the rebellion continues from that province. As their backers, you can choose to take control of the rebels (secretly via PM, or openly. Up to you), or you can decide to make them NPC.
-Sabotage: Costs 7 EP; 20% chance of success, 30% chance of discovery; The target loses 5 EP for one turn.
-Nuclear Sabotage: Costs 10 EP; 10% chance of success, 40% chance of discovery; Up to two nuclear missiles is destroyed (I flip a coin in the unlikely event of success). Resets Nuclear Program investment back to zero if used on a target with an unfinished nuclear program.
About WMDs. To get them, you must first conduct a successful test. Every 1 EP you invest in your WMD program increases the chance of success by 1%, and a test attempt costs 10 EP. If it fails, you are set back 25%. If it succeeds, each WMD costs 10 EP. A WMD will completely destroy the province it is aimed at, making it contribute 0 EP, and also contaminate all neighboring provinces - making them contribute only 1/2 EP. A double-contaminated province contributes 0 EP, and becomes a destroyed province. Cleaning up a destroyed province costs 20 EP and makes it yours. Cleaning up a contaminated province costs 10 EP, if you own it.
The United Nations does exist, as an international forum for peaceful discussion. Remember, it's only as strong as the lot of you make it.
Orders should be sent by PM. Resend the entire PM if you're editing orders, or your edits will be ignored. This is so I can keep my inbox relatively clean. Lastly, remember that I like stories. Stories are very nice, and will get mentioned in the update. This isn't a particularly stat-intensive IOT. If you fail to send orders for 3 turns in a row, your nation gets NPC'd.
Starting Map
This is not their story.
This is the story of those who stayed behind.
The year is 2200. Now, with Earth's worst days behind it, modern civilization is arising on Earth once more. Will this new world repeat the great folly of the old, or will it forge a new dawn for the planet?

The Rules
Let's get this bit out of the way, shall we? Stay civil, don't flame, blah blah, I trust everyone not to destroy each other. That's...you know what, probably really bad idea, but whatever. You know what happens if this breaks.
To start out, pick a name and a color (anything except black, the land color, and the sea color) and claim 10 provinces on the map. The only requirement is that all your provinces must be contiguous or bordering the sea. Then tell us your form of government, flag, policies, history, and so forth, to your heart's content.
Everything is done in EPs. You have as many EPs as you do provinces. You can also bank EPs, should you wish to do so. EPs can be freely exchanged and traded between countries.
You can expand into unclaimed provinces. There are two ways you can do this. One is to send an army unit there. The other is to invest 1 EP to colonize the province, which only works if the province borders you. There is a cap of 5 provinces per turn into which you can expand.
Military-wise, everyone starts with nothing. A single army costs 2 EP, a single navy costs 4 EP. One navy can transport one army anywhere around the globe. Declarations of war may or may not be public, depending on what you wish. If you want to go to war, send me warplans. Combat is determined by the standard combat system some people (Sone I think) used a while ago. Every unit involved adds 1, and a single RNG roll is used to determine the victor and casualties.
You can also spend EPs on certain espionage missions. (this part totally not stolen from Nedim and/or even earlier) There are several possible missions. These are base costs; every 1 EP over this increases success by 5% and decreases discovery chance by 5%, capping at 90% and 10%, respectively.
-Counter-espionage: Costs 4 EP; 30% chance of success, 20% chance of discovery; The target loses the ability to conduct spy missions for one turn. Any spy mission the target took against you the previous turn fails.
-Steal plans: Costs 5 EP; 20% chance of success; 10% chance of discovery; Doubles your RNG chance.
-Support Rebellion: Costs 6 EP; 20% chance of success, 50% chance of discovery; Causes NPC rebels to appear in a province in the target country. The rebel will attempt to seize control of a province. If successful, the rebellion continues from that province. As their backers, you can choose to take control of the rebels (secretly via PM, or openly. Up to you), or you can decide to make them NPC.
-Sabotage: Costs 7 EP; 20% chance of success, 30% chance of discovery; The target loses 5 EP for one turn.
-Nuclear Sabotage: Costs 10 EP; 10% chance of success, 40% chance of discovery; Up to two nuclear missiles is destroyed (I flip a coin in the unlikely event of success). Resets Nuclear Program investment back to zero if used on a target with an unfinished nuclear program.
About WMDs. To get them, you must first conduct a successful test. Every 1 EP you invest in your WMD program increases the chance of success by 1%, and a test attempt costs 10 EP. If it fails, you are set back 25%. If it succeeds, each WMD costs 10 EP. A WMD will completely destroy the province it is aimed at, making it contribute 0 EP, and also contaminate all neighboring provinces - making them contribute only 1/2 EP. A double-contaminated province contributes 0 EP, and becomes a destroyed province. Cleaning up a destroyed province costs 20 EP and makes it yours. Cleaning up a contaminated province costs 10 EP, if you own it.
The United Nations does exist, as an international forum for peaceful discussion. Remember, it's only as strong as the lot of you make it.
Orders should be sent by PM. Resend the entire PM if you're editing orders, or your edits will be ignored. This is so I can keep my inbox relatively clean. Lastly, remember that I like stories. Stories are very nice, and will get mentioned in the update. This isn't a particularly stat-intensive IOT. If you fail to send orders for 3 turns in a row, your nation gets NPC'd.
Starting Map
Spoiler thanks TK for the map :
