Sheep
Orange Shrooms!
Before I begin I just want to thank Gelion for the help with the rules and the stats, and Insane Panda for the help with the map, I couldnt of got this done as quick as I have without your help
Rules Part One
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. I am also asking that all players keep their orders to a one PM minimum and number the orders, as I will take the LAST PM sent to me ONLY.
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. You can go past Outstanding, with the economy just allowing you one more purchase on top. Each level past Outstanding is +1, +2 etc.
Military
The military will consist of 3 parts namely Army, Navy and the Airforce. 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.
Nuclear Weapons
Nuclear weapons are divided between the 3 branches of the army. It is wiser not to use them, but its 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 East Germany. No need to explain why its important. However I remind you that nuclear weapons use is discouraged.
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
Alliances are encouraged. However I ask that all threads that are created for them are upkept reguraly to help me with NPC stances and also that you post a link on the thread for me to find these easier.
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)
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 (production ^)
Totalitarianism (stability 2 or over)
Productivity:
Productivity is your countrys 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 who 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, 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, 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.
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. Amercian 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 from Mongolia to Germany get those weapons.
Colonies
While Colonies wont have specific stats for themselves I warn you that Colonies will always have a lower confidence that your home countries and that they will be MORE suspect to rebellion.
Rules Part One
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. I am also asking that all players keep their orders to a one PM minimum and number the orders, as I will take the LAST PM sent to me ONLY.
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. You can go past Outstanding, with the economy just allowing you one more purchase on top. Each level past Outstanding is +1, +2 etc.
Military
The military will consist of 3 parts namely Army, Navy and the Airforce. 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.
Nuclear Weapons
Nuclear weapons are divided between the 3 branches of the army. It is wiser not to use them, but its 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 East Germany. No need to explain why its important. However I remind you that nuclear weapons use is discouraged.
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
Alliances are encouraged. However I ask that all threads that are created for them are upkept reguraly to help me with NPC stances and also that you post a link on the thread for me to find these easier.
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)
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 (production ^)
Totalitarianism (stability 2 or over)
Productivity:
Productivity is your countrys 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 who 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, 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, 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.
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. Amercian 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 from Mongolia to Germany get those weapons.
Colonies
While Colonies wont have specific stats for themselves I warn you that Colonies will always have a lower confidence that your home countries and that they will be MORE suspect to rebellion.