Game information
Spoiler :
I'll mod this one for anyone who still wants to play if I am allowed to do so (by Stormy/Gel).
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stSBNESIV (StGNES2) 2003: Time of Struggle for Peace and Survival 2
THE GAME
The Setting
This game is not a sequel the Gelion/Stormys 1999 NES, especially considering that the world got nuked in the end. This game starts in 2005 in our world with quite a few alternative elements (it is a direct sequel to the events of 2004 - where a peace treaty is worked out and France withdraws, a referendum is held and the Germans vote to remain a part of their own country. The Cold War has been over for more than 15 years, Russia and China has conquered much, and new challenges are facing the modern states ranging from rampant nuclear terrorist attacks to increasing resource shortages and oil crisis to even more terrorism and WMD proliferation issues.
For realisms sake I woudl've add a few of the leading world organisations like the EU and NATO, but since the events of 1999-2005 there is not much validity left to these two organization. This NES will start January the 1'st. Some small states were merged into bigger ones in 1990s and the world awaits its destiny, whatever it might be. The rest is up to you. Theres almost no history to follow so any path of development is possible. The name is still the same because none of the Cold War dangers went away, they became even deadlier than ever before and have killed two earlier versions of the game. Can you guide your nation through the new challenges?
Players and NPCs
This is a simulation of the real world and actions have consequences, if you start acting mad then look out for a coup!
You can pick a state, create and organization or a terrorist group, even a corporation [like in Goobers NES]. If you decide to run as a terrorist group or any other organization life will be tough (all stat.s are official) and your ultimate reward may be the heat-death of the world.
Turns and Updates
I will update as often as I can. I guarantee an update every week (on a weekend), or more often depending on the number of orders I get. A game turn is one year. Slight snag: I live in Europe which is a problem for most of you. So if theres trouble write me a PM or write me an email and I will respond as soon as I can. I will update with 50% or more orders and give a warning 24 hours before starting it.
Orders and Stories
Orders please write them in a list and submit by PM. Stories and innovative solutions in orders are also welcome and encouraged. If you like something to be done but do not wish to share it with the rest of the players mark it secret .
Stories are not necessary, but very encouraged. Writers will get an economy bonus and if their story is very good some positive random events.
DOMESTIC POLICY
Economy
I will try to make this simple. You have 2 numbers as part of your economy: how much you can spend a turn/how much you have banked or you are in debt. There are two ways to deal with economy: centralized and not, and I will describe both in a second.
Centralized means that government taxes people, and then makes government projects, actually builds industry and it is controlled by the government. Needless to say it is an efficient way to raise economy but kills the ideas of free market and you can only go so far doing this.
Free Market means your government simply allowes the economy to take its own course. Companies will build industries, create jobs, and then government will give out contracts to those companies to build something instead of building it on a government factory. Economy grows faster but prices for everything will be greater.
Now, how do you increase your economy? You don't. The government has no direct control over economy. Using money to give tax breaks to companies in a non-centralized economy can work, or creating public works projects in a centralized economy could work, but you have to tell me how you are doing it, throwing money at the economy does not make it work better.
Government
There are a quite a few types of government allowed. All of them give your nation advantages or disadvantages. A country can change between similar forms of government with little loss of stability (i.e. monarchy to parliamentary monarchy); however changes from one political system to another will cost you much, maybe a civil war. Changing government type is a serious business, keep this in mind. NPC governments interact more favorably with governments of their own type. If you want to design a new form of government just do it and put it in your orders.
Stability
Is how stable your country is. The concept of stability also includes other things like moral, government approval rating, culture and stability itself. The decision is up to the mod, good stories and policies that your people like will help.
Industries
Same as economy, they could be centralized or not. If you are actually building industries as the government then you have to pay the people wages, regulate it, etc. Generally centralized industries are easier to increase but are generally not as effective as free market industries. For free market industries however you can only indirectly stimulate the companies to increase productivity. Same thing, have to tell me how you are doing it.
Trade
To establish a trade rout both players pay 5 economy points. This will provide an additional economy point to each of the partners every turn. Maximum of 5 trade routes is allowed.
Literacy
Literacy is the education of the general population in your country. Educated population is unlikely to start rebellions in democracies and more likley in totalitarian government, will sometimes make protests on wars and affect your economy in a positive way. And educated population will give birth to great scientists that can push your technology further to the stars. Education directly affects the progress of technological advances and projects in the country. Uneducated population will quicker converge to enemy propaganda, will slow down your technological advances, is likely to revolt or break away into smaller states. Literacy is measured in numbers. Literacy also affects the performance of your military. Literacy is represented by a percentage of the population.
Projects
Well they work the same as in other NESes. You say what you want it to do, I decide how much it costs in economy, then you decide if you want to continue with it. The only new thing that projects also take time (turns) to complete. I explain this with the idea that no pouring of money and resources cant make construction go faster than it can possibly go or people thinking faster than they can. Every project will now consist of 2 components: turns to complete and economy needed to finish it.
Example: You start the Internet project that will increase your education and stability. The project will take 4 economies and 3 turns. If you pay 1 eco on the first turn after start the stats are: complete 1/4, turns 1/3 (turn 1 from the start). You can leave the project for 2 turns: complete 1/4 and 3/3 turns (turn 3). This means that the materials and research for the project are done and with sufficient resources it can be finished next turn. NB it could have been done in the next turn if the stats are: complete 1/4+3(this turn) and turns 2/3.
Advances
Work in the same way as projects. Advances can include new weapons, space flight technology etc. .... you pick. Advances include the technologies your country received not only developed.
THE MILITARY
The military consists of 4 parts namely Army, Navy, Airforce and Strategic Forces. With time Space Forces might be added too. The military is measured in divisions. 1 division = 10,000 soldiers = 100 tanks = 50 aircraft = 10 helicopters. Navy will be done in single ships, missiles in single missiles.
As soon as new guns are developed a whole army gets them. So for example if Soviets develop new K-47 model (52 mm) all Soviet troops from Mongolia to Germany get those weapons. This is however untrue for different mechas which need to be manufactured. Some old equipment could be updated to newer versions for ecos.
Nuclear Weapons are allocated between 4 branches of the military (mostly in Strategic Forces). If you choose to use this weapons it may result in the heat-death of the world... again! Or a rebellion, or incurable heart cancer in your leader.
There will be a special post reserved for Weapons Description . It is created for players to estimate their own forces, as well as forces of their allies or enemies. Needless to say information here could help with trading military technology (more on that under technologies . Note that this list represents the best knowledge of the world intelligences. It is never wrong, but may be incomplete.
You can order conscription at any time and for many nations it is a normal policy. This gives you a bunch of troops and may hurt your economy. Your new boys are typically trained for one week and given a rifle and some shells, his officers usually aren't the best either, so most of the time he's ordered around inefficiently.
DIPLOMACY
The UN
The UN is a very big organization that deals with many problems simultaneously. I do not wish to go into detail to all the special agencies as well as UNSC or the General Assembly. If you want to use them or create threads and resolutions for them go ahead. In UNSC all 5 main powers still have the VETO power. The UN typically has no influence in any NES but you may try and change this.
Alliances, Treaties and Organizations
Make your own threads for these and I will reserve a couple of posts to put down the stat's, and pro-con effects of your organizations.
--------------------------------------------------
stSBNESIV (StGNES2) 2003: Time of Struggle for Peace and Survival 2
THE GAME
The Setting
This game is not a sequel the Gelion/Stormys 1999 NES, especially considering that the world got nuked in the end. This game starts in 2005 in our world with quite a few alternative elements (it is a direct sequel to the events of 2004 - where a peace treaty is worked out and France withdraws, a referendum is held and the Germans vote to remain a part of their own country. The Cold War has been over for more than 15 years, Russia and China has conquered much, and new challenges are facing the modern states ranging from rampant nuclear terrorist attacks to increasing resource shortages and oil crisis to even more terrorism and WMD proliferation issues.
For realisms sake I woudl've add a few of the leading world organisations like the EU and NATO, but since the events of 1999-2005 there is not much validity left to these two organization. This NES will start January the 1'st. Some small states were merged into bigger ones in 1990s and the world awaits its destiny, whatever it might be. The rest is up to you. Theres almost no history to follow so any path of development is possible. The name is still the same because none of the Cold War dangers went away, they became even deadlier than ever before and have killed two earlier versions of the game. Can you guide your nation through the new challenges?
Players and NPCs
This is a simulation of the real world and actions have consequences, if you start acting mad then look out for a coup!
You can pick a state, create and organization or a terrorist group, even a corporation [like in Goobers NES]. If you decide to run as a terrorist group or any other organization life will be tough (all stat.s are official) and your ultimate reward may be the heat-death of the world.
Turns and Updates
I will update as often as I can. I guarantee an update every week (on a weekend), or more often depending on the number of orders I get. A game turn is one year. Slight snag: I live in Europe which is a problem for most of you. So if theres trouble write me a PM or write me an email and I will respond as soon as I can. I will update with 50% or more orders and give a warning 24 hours before starting it.
Orders and Stories
Orders please write them in a list and submit by PM. Stories and innovative solutions in orders are also welcome and encouraged. If you like something to be done but do not wish to share it with the rest of the players mark it secret .
Stories are not necessary, but very encouraged. Writers will get an economy bonus and if their story is very good some positive random events.
DOMESTIC POLICY
Economy
I will try to make this simple. You have 2 numbers as part of your economy: how much you can spend a turn/how much you have banked or you are in debt. There are two ways to deal with economy: centralized and not, and I will describe both in a second.
Centralized means that government taxes people, and then makes government projects, actually builds industry and it is controlled by the government. Needless to say it is an efficient way to raise economy but kills the ideas of free market and you can only go so far doing this.
Free Market means your government simply allowes the economy to take its own course. Companies will build industries, create jobs, and then government will give out contracts to those companies to build something instead of building it on a government factory. Economy grows faster but prices for everything will be greater.
Now, how do you increase your economy? You don't. The government has no direct control over economy. Using money to give tax breaks to companies in a non-centralized economy can work, or creating public works projects in a centralized economy could work, but you have to tell me how you are doing it, throwing money at the economy does not make it work better.
Government
There are a quite a few types of government allowed. All of them give your nation advantages or disadvantages. A country can change between similar forms of government with little loss of stability (i.e. monarchy to parliamentary monarchy); however changes from one political system to another will cost you much, maybe a civil war. Changing government type is a serious business, keep this in mind. NPC governments interact more favorably with governments of their own type. If you want to design a new form of government just do it and put it in your orders.
Stability
Is how stable your country is. The concept of stability also includes other things like moral, government approval rating, culture and stability itself. The decision is up to the mod, good stories and policies that your people like will help.
Industries
Same as economy, they could be centralized or not. If you are actually building industries as the government then you have to pay the people wages, regulate it, etc. Generally centralized industries are easier to increase but are generally not as effective as free market industries. For free market industries however you can only indirectly stimulate the companies to increase productivity. Same thing, have to tell me how you are doing it.
Trade
To establish a trade rout both players pay 5 economy points. This will provide an additional economy point to each of the partners every turn. Maximum of 5 trade routes is allowed.
Literacy
Literacy is the education of the general population in your country. Educated population is unlikely to start rebellions in democracies and more likley in totalitarian government, will sometimes make protests on wars and affect your economy in a positive way. And educated population will give birth to great scientists that can push your technology further to the stars. Education directly affects the progress of technological advances and projects in the country. Uneducated population will quicker converge to enemy propaganda, will slow down your technological advances, is likely to revolt or break away into smaller states. Literacy is measured in numbers. Literacy also affects the performance of your military. Literacy is represented by a percentage of the population.
Projects
Well they work the same as in other NESes. You say what you want it to do, I decide how much it costs in economy, then you decide if you want to continue with it. The only new thing that projects also take time (turns) to complete. I explain this with the idea that no pouring of money and resources cant make construction go faster than it can possibly go or people thinking faster than they can. Every project will now consist of 2 components: turns to complete and economy needed to finish it.
Example: You start the Internet project that will increase your education and stability. The project will take 4 economies and 3 turns. If you pay 1 eco on the first turn after start the stats are: complete 1/4, turns 1/3 (turn 1 from the start). You can leave the project for 2 turns: complete 1/4 and 3/3 turns (turn 3). This means that the materials and research for the project are done and with sufficient resources it can be finished next turn. NB it could have been done in the next turn if the stats are: complete 1/4+3(this turn) and turns 2/3.
Advances
Work in the same way as projects. Advances can include new weapons, space flight technology etc. .... you pick. Advances include the technologies your country received not only developed.
THE MILITARY
The military consists of 4 parts namely Army, Navy, Airforce and Strategic Forces. With time Space Forces might be added too. The military is measured in divisions. 1 division = 10,000 soldiers = 100 tanks = 50 aircraft = 10 helicopters. Navy will be done in single ships, missiles in single missiles.
As soon as new guns are developed a whole army gets them. So for example if Soviets develop new K-47 model (52 mm) all Soviet troops from Mongolia to Germany get those weapons. This is however untrue for different mechas which need to be manufactured. Some old equipment could be updated to newer versions for ecos.
Nuclear Weapons are allocated between 4 branches of the military (mostly in Strategic Forces). If you choose to use this weapons it may result in the heat-death of the world... again! Or a rebellion, or incurable heart cancer in your leader.
There will be a special post reserved for Weapons Description . It is created for players to estimate their own forces, as well as forces of their allies or enemies. Needless to say information here could help with trading military technology (more on that under technologies . Note that this list represents the best knowledge of the world intelligences. It is never wrong, but may be incomplete.
You can order conscription at any time and for many nations it is a normal policy. This gives you a bunch of troops and may hurt your economy. Your new boys are typically trained for one week and given a rifle and some shells, his officers usually aren't the best either, so most of the time he's ordered around inefficiently.
DIPLOMACY
The UN
The UN is a very big organization that deals with many problems simultaneously. I do not wish to go into detail to all the special agencies as well as UNSC or the General Assembly. If you want to use them or create threads and resolutions for them go ahead. In UNSC all 5 main powers still have the VETO power. The UN typically has no influence in any NES but you may try and change this.
Alliances, Treaties and Organizations
Make your own threads for these and I will reserve a couple of posts to put down the stat's, and pro-con effects of your organizations.