Gelion
Retired Captain
StGNES2 1999: Time of Struggle for Peace and Survival 2
THE GAME
The Setting
This game is not a sequel to my/Stormys 1949 NES, especially considering that the world got nuked in the end. This game starts in 1999 in our world with almost no alternative history elements. The Cold War is now over for more than 9 years, USSR disintegrated, and new challenges are facing the modern states ranging anything from resource shortages and oil crisis to terrorism and WMD proliferation issues.
For realisms sake I will add a few of the leading world organisations like the EU and NATO, together with some pre-defined weapons and projects. This NES will start as close to the modern world state as possible. 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. Can you guide your nation through the new challenges?
Players and NPCs
The more players the better. I will not play, except for NPCs in some cases. Theres almost no history to follow so you are completely free in whatever you are doing provided that your resources and physical laws allow it. You can re-create the Cold War, battle for control of the Solar System, wipe everybody out with anthrax (please dont do that), clone best people and so on. In fact I expect a lot of secret organizations, black and top secret projects, wars by proxy and other such things. This is politics in modern world after all. In the interest of prolonging the game I ask you not to ruin the world we live in. In fact some positive random events will happen in nations that are pro-peace and pro-planet. On the other hand if you are being unreasonable your missiles might never take off and blow up in silos due to technical faults. I did say maybe . NPCs will try to act in their best interest and in accordance with history.
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 I will create secret stats for you but you will have to find funding for your activities i.e. from states or other organizations.
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 . In-thread orders are fine, but please write in bold Orders From Country X as it saves me time while Im scrolling for them. If you dont do that I might miss them.
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 Goobers NES]
This is a measure of how good your nations economy is doing. Each turn, you have eco to spend, which represent a portion of your budget. Note that you automatically spend enough to sustain whatever infrastructure, etc. you have in place. Consider the eco that you spend to be additional. Everything is sustained by your budget, although I reserve the right to make nasty random events occur, or positive ones, which will randomly change things, but never too drastically. In order to advance to the next eco level, you must invest your eco/turn+1 into your economy. The maximum eco level is 20/turn, but even that can be boosted by trade and such.
Example:
Your economy is at level 1. You must invest 2 eco to boost your eco/turn to 2. You do not need to invest the eco required to boost your eco/turn to the next level immediately. You can invest over time. Example: Your current eco/turn is 10. You want to up that to 11. You must invest 11 eco to do it, but it doesn't have to be all at once. You could, for example, invest 5 eco for 2 turns, and one on the 3rd turn. It will be saved for the next turn. Here are the eco levels, and a description of your economy, at each level:
[Heres what I change. Other than having your economy in different conditions of well-being I will name them after influence on the global economy. This way 3 Guatemalan ecos will be equal to 3 Soviet ecos, but it wouldnt mean that USSR is doing exceptionally well. The idea is that nowadays even small states can have great economies. Numbers are not levels of economy they are more of "economical points" or billions (trillions?) of US dollars if you like.]
For realisms sake it may be more difficult for smaller or poorer states to increase their economy, as well as for huge economical powers to go even higher. And of course everyone starts on a different level of economy.
Example:
In your stats, you will see something like this: "Economy: Normal (4/10/20)"
This is interpreted as such:
Economy: Economy Description (Eco invested to increase economy to next level / eco that you make, and can spend, per turn / eco banked, that can be used any time)
So, the above person has 4 invested to increase their economy, they can spend 10 in one turn, and they have 20 banked, which means that they spend that 20 eco anytime they like
[End of rip off
]
Another example:
Guatemala 1/3/6
Singapore 12/11/4
Russia 5/6/3
This means that Singapore even being a small country is better off and can invest more than Russia or Guatemala. Numbers are not levels of economy like in Goobs NES they are more of "economical points" or billions (trillions?) of US dollars if you like. For example 1 means that the economy generates little revenue, 5 post-planned transition economy level, 10 that it is a well established economy. On that scale modern US, EU and Japan will get about 18 each. 20 may not be the limit.
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. NPC governments interact more favorably with governments of their own type. If you want to design a new form of government, write me a PM with its description and Ill add it to the list.
Types of Government and Effects:
Monarchy (stability = 2 and over, research slowed)
Parliamentary Monarchy (stability = 2 and over)
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 and research \/ (x2)/ Stability 3 or over)
Fascism (production ^)
Totalitarianism (stability 2 or over)
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 (4)
2. Dangerous (3)
3. Unstable (3)
4. Normal (3)
5. Above Normal (3)
6. High (4)
7. Outstanding (0)
Stability will grow if you write good stories and nicely written diplomatic messages or orders. Ecos might also be poured into increasing stability. The 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.
Industries
Industries are your countrys productivity. It will determine how much is produced in a state. If you increase your navy your industries 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. Industries are represented by a number.
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 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 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 number, which is not a percentage.
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 numbers and is increased by allocating economy to it. For example 340000 infantry or 23 Mig-29 Fighters. If a countrys military is abroad it is placed in the stats of hosting country for example: Argentina 12000 infantry, 200 tanks, 3000 US marines, 15 US Bombers where units with US in front are American units in Argentina. In order to get better units, you must develop new technologies (as projects). Note that I might randomly give bonuses in the form of Military units, like x nation gets +5 tanks, or whatever the case may be.
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). It is wiser not to use them, but its your own choice. Same goes for other types of WMDs .
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.
Mobilization and Conscription
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. You can also announce Conscription . Conscription will give you a great number of recruits, but they will also be badly trained. Well-developed and rich states tend to dislike this policy especially if they had professional army before that. On the other hand totalitarian or poorer countries like conscription more.
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.
Alliances, Treaties and Organizations
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 . Same works for organizations and treaties.
NOTE1: As in the previous NES nations owning colonies can issue orders for their dependent territories. In 1999 this rule concerns only Britain (UK), Denmark and France.
NOTE2: The more detailed and organised your orders are, the less time I spend updating. Please keep this in mind.
NOTE3: To all you alliance makers: please be as detailed as possible. If you say send 10000 NATO troops to Cyprus I will send whoever I like from the NATO. Plus if you write specific alliance orders it leaves me more time to write better updates and interesting random events.
DO NOT POST UNTILL I SAY YOU CAN.
THE GAME
The Setting
This game is not a sequel to my/Stormys 1949 NES, especially considering that the world got nuked in the end. This game starts in 1999 in our world with almost no alternative history elements. The Cold War is now over for more than 9 years, USSR disintegrated, and new challenges are facing the modern states ranging anything from resource shortages and oil crisis to terrorism and WMD proliferation issues.
For realisms sake I will add a few of the leading world organisations like the EU and NATO, together with some pre-defined weapons and projects. This NES will start as close to the modern world state as possible. 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. Can you guide your nation through the new challenges?
Players and NPCs
The more players the better. I will not play, except for NPCs in some cases. Theres almost no history to follow so you are completely free in whatever you are doing provided that your resources and physical laws allow it. You can re-create the Cold War, battle for control of the Solar System, wipe everybody out with anthrax (please dont do that), clone best people and so on. In fact I expect a lot of secret organizations, black and top secret projects, wars by proxy and other such things. This is politics in modern world after all. In the interest of prolonging the game I ask you not to ruin the world we live in. In fact some positive random events will happen in nations that are pro-peace and pro-planet. On the other hand if you are being unreasonable your missiles might never take off and blow up in silos due to technical faults. I did say maybe . NPCs will try to act in their best interest and in accordance with history.
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 I will create secret stats for you but you will have to find funding for your activities i.e. from states or other organizations.
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 . In-thread orders are fine, but please write in bold Orders From Country X as it saves me time while Im scrolling for them. If you dont do that I might miss them.
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 Goobers NES]
This is a measure of how good your nations economy is doing. Each turn, you have eco to spend, which represent a portion of your budget. Note that you automatically spend enough to sustain whatever infrastructure, etc. you have in place. Consider the eco that you spend to be additional. Everything is sustained by your budget, although I reserve the right to make nasty random events occur, or positive ones, which will randomly change things, but never too drastically. In order to advance to the next eco level, you must invest your eco/turn+1 into your economy. The maximum eco level is 20/turn, but even that can be boosted by trade and such.
Example:
Your economy is at level 1. You must invest 2 eco to boost your eco/turn to 2. You do not need to invest the eco required to boost your eco/turn to the next level immediately. You can invest over time. Example: Your current eco/turn is 10. You want to up that to 11. You must invest 11 eco to do it, but it doesn't have to be all at once. You could, for example, invest 5 eco for 2 turns, and one on the 3rd turn. It will be saved for the next turn. Here are the eco levels, and a description of your economy, at each level:
[Heres what I change. Other than having your economy in different conditions of well-being I will name them after influence on the global economy. This way 3 Guatemalan ecos will be equal to 3 Soviet ecos, but it wouldnt mean that USSR is doing exceptionally well. The idea is that nowadays even small states can have great economies. Numbers are not levels of economy they are more of "economical points" or billions (trillions?) of US dollars if you like.]
For realisms sake it may be more difficult for smaller or poorer states to increase their economy, as well as for huge economical powers to go even higher. And of course everyone starts on a different level of economy.
Example:
In your stats, you will see something like this: "Economy: Normal (4/10/20)"
This is interpreted as such:
Economy: Economy Description (Eco invested to increase economy to next level / eco that you make, and can spend, per turn / eco banked, that can be used any time)
So, the above person has 4 invested to increase their economy, they can spend 10 in one turn, and they have 20 banked, which means that they spend that 20 eco anytime they like
[End of rip off

Another example:
Guatemala 1/3/6
Singapore 12/11/4
Russia 5/6/3
This means that Singapore even being a small country is better off and can invest more than Russia or Guatemala. Numbers are not levels of economy like in Goobs NES they are more of "economical points" or billions (trillions?) of US dollars if you like. For example 1 means that the economy generates little revenue, 5 post-planned transition economy level, 10 that it is a well established economy. On that scale modern US, EU and Japan will get about 18 each. 20 may not be the limit.
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. NPC governments interact more favorably with governments of their own type. If you want to design a new form of government, write me a PM with its description and Ill add it to the list.
Types of Government and Effects:
Monarchy (stability = 2 and over, research slowed)
Parliamentary Monarchy (stability = 2 and over)
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 and research \/ (x2)/ Stability 3 or over)
Fascism (production ^)
Totalitarianism (stability 2 or over)
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 (4)
2. Dangerous (3)
3. Unstable (3)
4. Normal (3)
5. Above Normal (3)
6. High (4)
7. Outstanding (0)
Stability will grow if you write good stories and nicely written diplomatic messages or orders. Ecos might also be poured into increasing stability. The 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.
Industries
Industries are your countrys productivity. It will determine how much is produced in a state. If you increase your navy your industries 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. Industries are represented by a number.
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 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 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 number, which is not a percentage.
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 numbers and is increased by allocating economy to it. For example 340000 infantry or 23 Mig-29 Fighters. If a countrys military is abroad it is placed in the stats of hosting country for example: Argentina 12000 infantry, 200 tanks, 3000 US marines, 15 US Bombers where units with US in front are American units in Argentina. In order to get better units, you must develop new technologies (as projects). Note that I might randomly give bonuses in the form of Military units, like x nation gets +5 tanks, or whatever the case may be.
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). It is wiser not to use them, but its your own choice. Same goes for other types of WMDs .
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.
Mobilization and Conscription
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. You can also announce Conscription . Conscription will give you a great number of recruits, but they will also be badly trained. Well-developed and rich states tend to dislike this policy especially if they had professional army before that. On the other hand totalitarian or poorer countries like conscription more.
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.
Alliances, Treaties and Organizations
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 . Same works for organizations and treaties.
NOTE1: As in the previous NES nations owning colonies can issue orders for their dependent territories. In 1999 this rule concerns only Britain (UK), Denmark and France.
NOTE2: The more detailed and organised your orders are, the less time I spend updating. Please keep this in mind.
NOTE3: To all you alliance makers: please be as detailed as possible. If you say send 10000 NATO troops to Cyprus I will send whoever I like from the NATO. Plus if you write specific alliance orders it leaves me more time to write better updates and interesting random events.
DO NOT POST UNTILL I SAY YOU CAN.