STORY
1915: Russia wins several devastating battles against the German Empire, begins advance on Berlin.
1916: Germany surrenders to the Allies, relinquishing independence of Poland, and losing land to France and Russia.
1924-1934: Russian Civil War. Czarist forces defeat communist rebellion by Lenin and Stalin.
1926-1928: Pacific War. Japan defeats the United States and fights Britian and France to a draw.
1936: The Kaiser tenuously controls Germany, the czar controls Russia, and Mussolini controls Italy. The United States has withdrawn into a new isolation, bitter at the UK and France. With the old alliances dead, and war threatening the world, it is only a matter of time until the world explodes into flame.
INTRO
Basically this is a rip off of Warman17s Red Alert NES. However, I have made some significant rule changes and improvements. This is a Euro-centric NES as some may have guessed, but do not neglect world opinion or global alliances.
May the best aspiring ruler win.
ECONOMY:
Having given Warman17s old economic system some thought, I have developed a new way of increasing economy in this type of NES. To increase your economy you must spend an amount equal to the amount you will be increasing to. As follows:
To upgrade from 3 WC to 4 WC, you must spend 4 WC. Whatever is left over may be spent on anything. This also means that other governments may give money to your nation to increase your economy. Banking no longer increases economy.
AN IMPORTANT NOTE: You can only increase your economy by 1 WC per turn, each turn.
CITIES:
Cities represent major population and economic centers. They can be destroyed and damaged by bombers, rockets and atomic weapons. Captured cities will help your economy grow. Cities will be hard to conquer if enemy troops are inside.
THE WORLD:
The map only represents Europe, however this is a NES of global proportions. There are several nations not on the map but of much importance. These include colonies, nations and armies. They can either be your friend, our enemy. International relations will provide aid and help, to you or your foes.
YOU MAY NOT PLAY AS WORLD NATIONS.
GREAT PROJECTS:
Defensive Line: Specify between where and where it will be built. I will determine the cost. The more money you put into it, the longer and stronger it gets.
Intelligence Angency: Will allow you to commit espionage in an opposing country. The more you put into your espionage the bigger your spy network and the better information you will recieve. The secret info will be pmed to you every turn, that is IF you get a report.
COST: 15 WC
Army/Naval/Air Force Academies: Once built will increase the stregth of your military. If captured/destroyed your army goes back down to normal. Can't be rebuilt. Each built separately.
COST: 15 WC
Army/Naval/Air Force Command: Once built you will place your command center in a specified city. It will increase the strength of your army, navy or air force. If the command is captured or destroyed however, your military will operate inefficiently(below normal). The command center can be rebuilt. Each is built separately.
COST: 15 WC
Propaganda Center: Once built will increase your WC per turn by 1. It will be built in a specified city. Once destroyed, it can not be rebuilt. troops can be built 25% as much as normal(6250 instead of 5000 etc).
COST: 15 WC
Grand Factories: Once built will increase your WC per turn by 1. It will be built in a specified city. Once destroyed, it can not be rebuilt. All tanks and planes can be built 25% as much as normal(125 instead of 100).
COST: 15 WC
Grand Docks: Once built will increase your WC per turn by 1. It will be built in a specified city. Once destroyed, it can not be rebuilt. All ships can be built 25% as much as normal(5 destroyers etc).
COST: 15 WC
I will allow each player nation to choose ONE free project for your country. This includes individual command centers/academies, not a whole package
UNITS:
These are current units. New ones might appear later and some can be upgraded with techs. As a note, some new units are better than their opposite numbers in other nations, for varied reasons.
LAND/AIR UNITS:
Irregulars: Conscripts, militia, anything without much organization. Part of developing nations and revolutionary armies. 1 WC for 20,000.
Modern Infantry: The mainstay of most armies.
1 WC for 10,000
Mech Infantry: Modern Infantry with trucks.
1 WC for 5,000.
Artillery: Guns, basically of same type and power of old Great War models. Useful somewhat for anti-tank and pounding enemy positions before an attack. 1 WC for 100
Light Tanks/T-26: The main tanks of European nations. Developed for Infantry support. New tanks will be developed as the NES advances. T-26 can only be built by Russia.
1 WC for 100.
T-34: A Russian made tank which outmatches all other europeon armor. However because of its newness, it is more expensive than older tanks. Can only be built by Russia, Greece, Poland, and Bulgaria. 1 WC for 50.
Fighter: Piston-engined Fighters, the sole air-air plane. Variations on this aircraft will doubtless be added as the NES progresses.
1 WC for 30
Bomber: Generic, run of the mill bomber. Can be used for strategic bombing which damages enemy WC production.
1 WC for 15.
NAVAL UNITS:
Frigate: Developed for patrol and light combat as well as anti-submarine warfare.
1 WC for 5.
Destroyer: Fast escort vassal. Multi-Purpose(AS, AA etc)
1 WC for 4.
Light Cruiser: Good for light engagements.
1 WC for 3.
Heavy Cruiser: First true war ship. Designed for prolonged combat.
1 WC for 2
Pocket Battleships: Small and powerful. The size of a heavy cruiser, the power of a battleship.
1 WC for 1
Battlecruiser: Fast, lighter version of a Battleship.
1 WC for 1
Battleship: Large and powerful. Outdated by Carriers.
2 WC for 1.
Carrier: Contains a number of fighters. Capable of destroying the larger ships better then smaller.
3 WC for 1.
Submarine: Stealthy predator of the deep. Can destroy ships easily. Destroyers needed to counter.
1 WC for 3
RESEARCHED UNITS:
None as yet .
POWER CHART:
Modern Infantry<American Modern Infantry: Useful in all types of battles, no separate types as of yet.
Mech Infantry: Useful in large field fronts/battles, no separate types as of yet.
Artillery: Useful in infantry support, also can be anti-tank. No separate types as of yet.
Light Tank<T-26<T-34: Useful in lighting attacks, no separate types as of yet.
Fighter: Useful in air cover/tactical bombing(vs tanks, troops etc), no separate types as of yet
Bomber: Useful in Strategic Bombing(vs Cities etc), no separate types as of yet.
Frigate< Destroyer< Light Cruiser< Heavy Cruiser< Pocket Battleship< Battlecruiser< Battleship< Carrier
RESEARCH:
ON RESEARCH: If you can think of an advance which should be added, please feel free to say. I will be happy to add the advance if i feel it is a good addition.
-Ground Advances-
Light Automatic Weapons: Allows improved infantry. Can vary in effect amongst nations who have researched it. Costs 15 WC.
Discovered By: United States
Half-Tracks: Improves mobility and fighting capacity of Mechinized Infantry. Can vary in effect amongst nations who have researched it. Costs 20 WC
Discovered By: United States
Improved Artillery: Allows construction of Heavy Artillery. This is separate of regular Artillery and will thusly be more expensive. However, the siege capacity and anti-air/tank ability of these weapons are unsurpassed. Costs 25 WC.
Improved Tanks: Allows Construction of Medium Tanks. Medium tanks are improved in armor and weapontry compared to light tanks, but will initially be harder to build. These tanks may vary by nation. Costs 30 WC.
Discovered By: Russia, Poland, Greece, Bulgaria
-Naval Advances-
NA
-Air Advances-
Improved Fighters: Allows construction of more advanced fighters. These fighters vary in name and capacity in nations who develop them. Costs 20 WC.
Improved Bombers: Allows construction of more advanced bombers. These fighters vary in name and capacity in nations who develop them. Costs 20 WC.
Jet Engines: Allows construction of jet planes. These planes vary by nation. Costs 40 WC.
-Misc. Advances-
Atomic Theory: Hmmmmm, what is the existence of matter? Perhaps you should pay to find out. Unlocks new advances. Costs 35 WC.
Researching: United Kingdom (2/35)
1915: Russia wins several devastating battles against the German Empire, begins advance on Berlin.
1916: Germany surrenders to the Allies, relinquishing independence of Poland, and losing land to France and Russia.
1924-1934: Russian Civil War. Czarist forces defeat communist rebellion by Lenin and Stalin.
1926-1928: Pacific War. Japan defeats the United States and fights Britian and France to a draw.
1936: The Kaiser tenuously controls Germany, the czar controls Russia, and Mussolini controls Italy. The United States has withdrawn into a new isolation, bitter at the UK and France. With the old alliances dead, and war threatening the world, it is only a matter of time until the world explodes into flame.
INTRO
Basically this is a rip off of Warman17s Red Alert NES. However, I have made some significant rule changes and improvements. This is a Euro-centric NES as some may have guessed, but do not neglect world opinion or global alliances.
May the best aspiring ruler win.
ECONOMY:
Having given Warman17s old economic system some thought, I have developed a new way of increasing economy in this type of NES. To increase your economy you must spend an amount equal to the amount you will be increasing to. As follows:
To upgrade from 3 WC to 4 WC, you must spend 4 WC. Whatever is left over may be spent on anything. This also means that other governments may give money to your nation to increase your economy. Banking no longer increases economy.
AN IMPORTANT NOTE: You can only increase your economy by 1 WC per turn, each turn.
CITIES:
Cities represent major population and economic centers. They can be destroyed and damaged by bombers, rockets and atomic weapons. Captured cities will help your economy grow. Cities will be hard to conquer if enemy troops are inside.
THE WORLD:
The map only represents Europe, however this is a NES of global proportions. There are several nations not on the map but of much importance. These include colonies, nations and armies. They can either be your friend, our enemy. International relations will provide aid and help, to you or your foes.
YOU MAY NOT PLAY AS WORLD NATIONS.
GREAT PROJECTS:
Defensive Line: Specify between where and where it will be built. I will determine the cost. The more money you put into it, the longer and stronger it gets.
Intelligence Angency: Will allow you to commit espionage in an opposing country. The more you put into your espionage the bigger your spy network and the better information you will recieve. The secret info will be pmed to you every turn, that is IF you get a report.
COST: 15 WC
Army/Naval/Air Force Academies: Once built will increase the stregth of your military. If captured/destroyed your army goes back down to normal. Can't be rebuilt. Each built separately.
COST: 15 WC
Army/Naval/Air Force Command: Once built you will place your command center in a specified city. It will increase the strength of your army, navy or air force. If the command is captured or destroyed however, your military will operate inefficiently(below normal). The command center can be rebuilt. Each is built separately.
COST: 15 WC
Propaganda Center: Once built will increase your WC per turn by 1. It will be built in a specified city. Once destroyed, it can not be rebuilt. troops can be built 25% as much as normal(6250 instead of 5000 etc).
COST: 15 WC
Grand Factories: Once built will increase your WC per turn by 1. It will be built in a specified city. Once destroyed, it can not be rebuilt. All tanks and planes can be built 25% as much as normal(125 instead of 100).
COST: 15 WC
Grand Docks: Once built will increase your WC per turn by 1. It will be built in a specified city. Once destroyed, it can not be rebuilt. All ships can be built 25% as much as normal(5 destroyers etc).
COST: 15 WC
I will allow each player nation to choose ONE free project for your country. This includes individual command centers/academies, not a whole package
UNITS:
These are current units. New ones might appear later and some can be upgraded with techs. As a note, some new units are better than their opposite numbers in other nations, for varied reasons.
LAND/AIR UNITS:
Irregulars: Conscripts, militia, anything without much organization. Part of developing nations and revolutionary armies. 1 WC for 20,000.
Modern Infantry: The mainstay of most armies.
1 WC for 10,000
Mech Infantry: Modern Infantry with trucks.
1 WC for 5,000.
Artillery: Guns, basically of same type and power of old Great War models. Useful somewhat for anti-tank and pounding enemy positions before an attack. 1 WC for 100
Light Tanks/T-26: The main tanks of European nations. Developed for Infantry support. New tanks will be developed as the NES advances. T-26 can only be built by Russia.
1 WC for 100.
T-34: A Russian made tank which outmatches all other europeon armor. However because of its newness, it is more expensive than older tanks. Can only be built by Russia, Greece, Poland, and Bulgaria. 1 WC for 50.
Fighter: Piston-engined Fighters, the sole air-air plane. Variations on this aircraft will doubtless be added as the NES progresses.
1 WC for 30
Bomber: Generic, run of the mill bomber. Can be used for strategic bombing which damages enemy WC production.
1 WC for 15.
NAVAL UNITS:
Frigate: Developed for patrol and light combat as well as anti-submarine warfare.
1 WC for 5.
Destroyer: Fast escort vassal. Multi-Purpose(AS, AA etc)
1 WC for 4.
Light Cruiser: Good for light engagements.
1 WC for 3.
Heavy Cruiser: First true war ship. Designed for prolonged combat.
1 WC for 2
Pocket Battleships: Small and powerful. The size of a heavy cruiser, the power of a battleship.
1 WC for 1
Battlecruiser: Fast, lighter version of a Battleship.
1 WC for 1
Battleship: Large and powerful. Outdated by Carriers.
2 WC for 1.
Carrier: Contains a number of fighters. Capable of destroying the larger ships better then smaller.
3 WC for 1.
Submarine: Stealthy predator of the deep. Can destroy ships easily. Destroyers needed to counter.
1 WC for 3
RESEARCHED UNITS:
None as yet .
POWER CHART:
Modern Infantry<American Modern Infantry: Useful in all types of battles, no separate types as of yet.
Mech Infantry: Useful in large field fronts/battles, no separate types as of yet.
Artillery: Useful in infantry support, also can be anti-tank. No separate types as of yet.
Light Tank<T-26<T-34: Useful in lighting attacks, no separate types as of yet.
Fighter: Useful in air cover/tactical bombing(vs tanks, troops etc), no separate types as of yet
Bomber: Useful in Strategic Bombing(vs Cities etc), no separate types as of yet.
Frigate< Destroyer< Light Cruiser< Heavy Cruiser< Pocket Battleship< Battlecruiser< Battleship< Carrier
RESEARCH:
ON RESEARCH: If you can think of an advance which should be added, please feel free to say. I will be happy to add the advance if i feel it is a good addition.
-Ground Advances-
Light Automatic Weapons: Allows improved infantry. Can vary in effect amongst nations who have researched it. Costs 15 WC.
Discovered By: United States
Half-Tracks: Improves mobility and fighting capacity of Mechinized Infantry. Can vary in effect amongst nations who have researched it. Costs 20 WC
Discovered By: United States
Improved Artillery: Allows construction of Heavy Artillery. This is separate of regular Artillery and will thusly be more expensive. However, the siege capacity and anti-air/tank ability of these weapons are unsurpassed. Costs 25 WC.
Improved Tanks: Allows Construction of Medium Tanks. Medium tanks are improved in armor and weapontry compared to light tanks, but will initially be harder to build. These tanks may vary by nation. Costs 30 WC.
Discovered By: Russia, Poland, Greece, Bulgaria
-Naval Advances-
NA
-Air Advances-
Improved Fighters: Allows construction of more advanced fighters. These fighters vary in name and capacity in nations who develop them. Costs 20 WC.
Improved Bombers: Allows construction of more advanced bombers. These fighters vary in name and capacity in nations who develop them. Costs 20 WC.
Jet Engines: Allows construction of jet planes. These planes vary by nation. Costs 40 WC.
-Misc. Advances-
Atomic Theory: Hmmmmm, what is the existence of matter? Perhaps you should pay to find out. Unlocks new advances. Costs 35 WC.
Researching: United Kingdom (2/35)