SheepNES: Struggle for National Revenge

Sheep

Orange Shrooms!
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SHEEPNES: Struggle for National Revenge.

Introduction

This NES is a winnable, story based nes. By winnable I mean each and every one of the nations that are played, has a set of objectives. These objectives will be given at the start of the war which is set for 1939.

This NES will operate in two sections. First of all is the ‘build’ period of the nes that will go for 5 years of the first 10 turns. During this time (1934 – 39) No wars that weren’t fought in actual history will be allowable. Sorry guys, I am trying to organize a cool and realistic WW2nes here!

So for example Italy invading Ethiopia/Abyssinia in 1936 or Japan invading China in 1937 (I might make that mandatory) will be allowable but not the USA invading the USSR in 1935. Makes sense? Good! Cause me aint explaining it again!

After this is where the fun truly starts. In 1939 the German player will be required to attack another nation. (Players please DO NOT gang up on Germany) Turns furthermore will go down from six months a turn to three months a turn and each turn will be known as a season from then on. Watch out for the WEATHER!

At this point I will not that there will be restrictions on certain nations and I will talk to them later. Occupied nations will be allowed a government I exile, a partisan command in country, and if realistic a smallish free army in an allied nation.

GAME MECHANICS

Orders
Orders in a list please. Stories and innovative solutions in orders also are 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. Orders in the thread will not be accepted unless my PM box is full. However you may post them for information. Diplomacy with NPCs or PCs can be done in the thread.

Stories
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:

done exactly like in Storms NES.
“The Number next to the size is the number of turns it takes to get from one level to another, but also the number of points you can spend without falling to the previous level. So if your economy is stable, you need to improve your economy 4 times before you get to Growing, but once you get there, you can use 4 economy points/turn without falling back to Stable, and staying at Growing. Economy can only be increased 1/turn, even if you don't do anything else.” Economy can increase/decrease due to random events.
Depression +0
Recession +1
Failing +2
Stable +3
Growing +4
Prosperous +4
Outstanding +5
Every turn besides increasing the economy you can increase any 2 other parameters such as for example literacy or navy. One small thing to add: if you have “2/3 stable” economy and increase it the next turn you will have “0/4 growing” not “3/3 stable” as before.

Military
The military will consist of 3 parts namely Army, Navy and the Air force With time Space Forces may also be added to the list. The military is measured in numbers of types of forces, for example: 15000 of mobile infantry or 30 B-2 Bombers. At the beginning of a NES there are 3 types of units design: Soviet, American (Western) and General. More designs will come with time (certainly China has a good chance to start their own design).

Nuclear Weapons
Nuclear weapons are divided between the 3 branches of the army. It is wiser not to use them, but it’s your own choice. Every nuclear warhead or bomb (with bomber) must have a target assigned or to be in reserves, for example: “all b-52 in Germany (with nuclear bombs) assigned to targets in Poland and Eastern Germany”. No need to explain why it’s important. Of course you will have to develop these

Weaponry Description
there will be a post left for descriptions of different military systems in particular nuclear weapons (range, speed and power). This list will contain all weapon systems that are known to most of the world intelligences, so do not rely on it completely. It is done for the (main) purpose of defining the strength of nuclear weapons. When you design a new weapon it would e great if you write a small description on what the weapon is or maybe provide a link t a short article.

Mobilization:
Once your country officially enters a war you can announce a mobilization. This will cause a temporary rise in war production and will give you a large number of recruits. Needles to say they are badly trained, but are large in numbers. Mobilization means that your focus shifts to the war only, thus nothing can be done with the economy in the turn you announce mobilization.
Diplomacy

Alliances
another post is reserved for treaties such as NATO or Warsaw Pact. Form them in any way you like. PM me or post in the thread when you form the alliance (agreement text and members) and I will post it in the Alliance list.

Stability:
is how stable your country is. The concept of stability also includes other things like moral, government approval rating, culture and stability itself. There are 7 levels:
1. Revolutionary (3)
2. Dangerous (2)
3. Unstable (2)
4. Normal (2)
5. Above Normal (2)
6. High (3)
7. Amazing Stability (0)
Stability will grow if you write good/long stories. Money can be poured into increasing stability (number of ecos to get up to the next level is shown in brackets). There are restrictions in stability caused by different forms of government. One small note: stability can be “2/2” and increase to 0/2 of the next level only if you add economy into it.

Government:
There are a quite a few types of government allowed. All of them give your nation advantages or disadvantages (effects given below). 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.
Types of Government and Effects:
Monarchy (stability = 2 and over)
Parliamentary Monarchy (same as monarchy)
Colonial Governments ( V stability, V production)
Communism (production ^)
Totalitarian Communism (education \/, stability is always 3 or over)
2 party Democracy (economics ^, 4 trade routes allowed)
Multi Party Democracy (stability = 6 or under, 4 trade routes allowed)
Fundamentalism (education \/ (x2)/ Stability 3 or over)
Fascism/ Nazism (production ^, economy rises quicker)
Totalitarianism (stability 2 or over)

Productivity:
Productivity is your country’s industries. Will determine how much is produced in the economy. If you increase your navy your productivity will determine by how much. Same works for any other production. However nations with more shipyards will get more ships than countries with few ports.
Productivity can be increased by spending economy on it or by projects. Represented by a number.

Trade:
to establish a trade rout both players pay 3 economy points. This will provide an additional economy point to each of the partners every third turn. Maximum of 3 trade routes is allowed, except for democracies that can get 4.

Literacy
Literacy is the education of the general population in your country. Educated population is unlikely to start rebellions, 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 is in the country.
Uneducated population will quicker converge to enemy propaganda, will slow down your technological advances, and is likely to revolt or break away into smaller states. Literacy is measured in numbers. Literacy also affects the performance of your military.

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, and 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 can’t 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, you pick

ADDITIONS
Colonies and Colonial Forces:
Forces that say your nationality or the nationality of the country you control belong to you; you can move them around any way you want. However local government (colonial) may not implement orders you give them 100%. You can give orders to colonies, but if you do not they go on automatic government. All operations work better at home than in colonies.
It is possible to tell the local government to (for ex.) transferred ships to you, but that might be not very popular...
Production in Colonies:
Weapons i.e. tanks go to PC, soldiers have a nationality, but some will be of you nationality. Unless you specify if you want to transferee weapons build to the colonial government they go to the colonial power.

Military and Weaponry:
Due to the fact that there are alliances some troops are on foreign territory. For example in Germany you have a number of troops. Some are German, some are American. American player can control his troops, but it is generally a good idea to consult the nation your troops are in.
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 get those weapons.

Propaganda

Propaganda will be required along with inspirational speeches to keep the national morale up. Morale is the winner of wars.

Flaming, Protests and Inequality on behalf of the Mod (me)

As a Mod, I am fairly confident I can deliver an equal nesing experience for all. However at times players will feel hard done by, and lets face it, IT WILL HAPPEN, cause not everyone is going to win.

Therefore any protests, flaming and claims of unbias will cause the immediate closure of this NES. If you have a problem and wish for me to explain why it is so please contact me on the following.

MSN: liammaddrell@hotmail.com
AIM: sheepmaddrell
YIM: sheepmaddrell

NES Ending

This NES will end if the following occurs.

1/The war officially ends, allowing me to declare an overall winner and the winning alliance.
2/A nation achieves all objectives that I have set out for them and sustains the for 4 full turns, (one game year)
3/NES is closed due to the Flaming rule I have enclosed.
 
RESERVED FOR NATION STATS
 
RESERVED FOR NATION STATS 2
 
HISTORY RESERVATION
 
TECH RESERVATION
 
ww2nes1.GIF
 
You may post now.

Stats will be posted tommorrow night.

I NEED EVERYONE TO CLAIM THEIR NATIONS HERE AGAIN. IF YOU DO NOT CLAIM IT HERE, BY THE TIME I DO THE STATS UP, IT WILL BE OPEN!
 
OOC: Sheep I do not mind you not giving me credit ... but judging from the rules you did not change a single word from my 1949 NES design. Don't you think that WW2 needs somewhat different parameters/rules than a Cold War NES? Also which nations are still free? (I did not follow the reservations)
 
Oi. Read the rules Reno. If you cant abide by them quit. NO FLAMING. This is the first strike. I will close this nes after three. As for Finland if you wish to talk to me about them then contact me.
 
Reno. Stop posting on the thread. You have a problem talk to me online, or send a PM. I will take note of it and in the future I shall try to remedy it. The Capitals are there just for show however.
 
OOC: You are not going to get many players kicking them around like that :sad:
 
Hmmm... Can I start a somewhat-althistorical (yet possible) rebellion? I promise it won't be in Germany!

Otherwise, I would like to know whether or not are any nations reserved from the previous thread. If not (quickly grabs momentum), I take USSR!

P.S. I think Lebanon should be French. (sorry, sorry, I know.) ;)
 
CANADA!!!

Yes, I want Canada!!! And my capital is not where it should be, it should be up a bit and a bit to the right. Meh, I don't care. As long as I get a dot for a capital, I'm happy. Alright, looks like a good thread, but i do reccomend that you tweak those rules a bit, since they seem identical to Stormy's NES. I borrowed many ideas, but i changed manby things for my NES as well.
 
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