WNES7: After Collapse
Story:
The world is under a world government and peace has taken the world at last. Well not exactly. Twenty years ago this world government collapsed. A terrorist organization known only as Liberation: Earth released a powerful virus into the internet. Within days nearly the entire network was down. It would be back up within a week, but it was just a test. A month later an even more powerful virus was launched into the United Earth Federations government network and soon worked its way past firewall after firewall. Within an hour the entire lower level network controlling local government facilities was down. Within six hours the second level network controlling the provinces was down. Within 12 hours the third level of lower echelon military computers was down. By hour 18 it seemed to stop, but then its programming mutated uncontrollably. It even more quickly destroyed the fourth level controlling the world government files and capabilities followed by the fifth level network of the upper military. Within 24 hours the United Earth Federation had been crippled. Then the unthinkable happened, the satellite network was hit and it came crashing down. Communication capabilities halted and was destroyed. The world descended into anarchy.
Over the last twenty years nations have risen to try and fill the void created by the fall of the world government. Will yours be able to make it all the way?
Military:
For each economy point you can purchase two of these:
-30,000 Infantry
-100 MBT
-250 Artillery
-15 Ships
-5 Subs
-1/2 a Carrier(needs 1 whole economy point)
-50 Fighters
-30 Interceptors
-15 Bombers
-X UU
You may create 1 UU for your nation.
Training and Mobilization:
It will cost you one economy level to increase the training of either your army, navy, or air force. 50,000 elite will be able to hold their own against 300,000 farmers. It goes Army/Navy/Air Force in the stats.
Farmers(1) -> Conscript(2) -> Regulars(3) -> Veteran(4) -> Crack(5) -> Elite(6)
You can mobilize your military which will decrease your training by two, but double the amount of military produced per economy point. So instead of buying 2, you get 4. Instead of 60,000 infantry, you can get 60,000 and 200 MBT etc
Satellites and Nukes:
Once you research Satellites you will be able to send up 5 satellites per economy point. Once your nation has 30 satellites you will possess a GPS system. This will increase the training of all your military by 1 level. Once two nations have 30 satellites, a communication network will set up and both nations will receive +1 economy. The same will continue for every nation that follows.
Once you research nuclear research you can build one nuclear bomb per economy point. It is delivered via ICBM, bomber, train, van, you name it we got it.
Economy
This is the most original part, I think. It will be in word-levels. Unlike in the other NESes, you dont have to pay economy levels to do anything (my reasoning is that no matter what some people say, national economy is not as unstable and absurd as to rise and drop in turns as the years go). You will have a number of spend points for every turn (depending on your economy level), to be spent on increasing any stat save for economy. To grow economy, you mustnt spend on anything else.
If you want to hurry up a project by two turns, you can sacrifice an economy level, please note that you can do it only once during a project. Otherwise you can sacrifice an economy level (two per turn only, although compatible with the project being hurried up) to receive double spending points for a turn than normal. If you sacrafice economy more than once 5 years after the first time, your economy will go down. When economy goes above Monopoly, you get Monopoly +x, where x is a number of levels you have beyond Monopoly. Also note that the value of x is added to your spend points by definition, so beyond Monopoly really does make you an uberpower.
Know that random events WILL damage your economy here and there, unless I forget about it for the third time.
You can send spend points or economy levels to other players for some reason. If you gain negative economy points, you will get a one-level decrease in a random stat.
Depression (-1)-Bankrupt (-1)-Recession (+0)-Poor (+0)-Normal (+1)-Good Enough (+1)-Rich (+2)-Very Rich (+3)-Richest (+4)-Economic Powerhouse (+4)-Monopoly (+5)
Nationalistic Loyalty:
After living under a world government for about 20 years, an entire generation doesnt know much of individual nations and many of the older generations dont care much for it. Even the newest generation born right before and after the collapse can be hard to press into a nationalistic fervor. It will be your job to increase nationalistic loyalty or risk losing your population. Self-loyalty means that the majority of people only trust and follow themselves, compared to great nationalistic loyalty in which most people will blindly follow the will of their nation. Much like culture in other NESes.
Self-Loyalty -> Communal-Loyalty -> Town-Loyalty -> Region-Loyalty -> Little National-Loyalty -> Moderate National-Loyalty -> Much National-Loyalty -> Great National-Loyalty
Educational Capabilities:
Much of the technology and learning of the past has been lost. A nation will need to raise its educational capabilities to that to successfully learn the secrets of the past. Once reached the maximum, you can begin researching a technology. Once you do so however, your capabilities go down by 2.
None -> Pre-School -> Kindergarten -> Elementary School -> Jr. High School -> High School -> Pre-Graduate -> Graduate -> Post-Graduate
Confidence:
People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then... You can grow confidence by economy (propaganda), but wouldnt it be easier to write a speech or persuade the people that you are the leader they need?
Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified
Complaining to the Mod
If you have complaints to the mod, walk out of the door, find the first huge angry drunkard that you see and tell him that hes stupid.
Other then that, of course, you can complain to the mod about his mistakes. The mod will listen. Whether or not he will do something about it is unknown even to me.
Projects:
Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You dont have to mention it is being worked on every turn. You can sacrifice an econ. level once for a project to speed it up by two turns. You may work on ONE project at a time.
Technologies:
Post-Graduate: 1 economy level
Pre-Graduate & Graduate: 2 economy level
High School: 3 economy levels
Jr. High School/Elementary School: 4 economy levels
<Elementary: 5 economy levels
Stealth Ships: Ships more effective.
Stealth Bombers: Bombers more effective
Satellites: You gain the ability to build satellites.
Land Warrior System: Infantry more effective.
Nuclear Weaponry: Allows you to build Nukes. (Costs 1 economy level extra)
On-Point Delivery: Artillery more Effective.
Hover Tanks: MBT are more effective
Agile Torpedoes: Subs more effective
Laser Radar: Carriers more effective .
Hyper-Sonic Engines: interceptors more effective
New Aluminum Alloy: Fighters more effective
Once all are researched by a single nation, Ill go onto next age.
Story:
The world is under a world government and peace has taken the world at last. Well not exactly. Twenty years ago this world government collapsed. A terrorist organization known only as Liberation: Earth released a powerful virus into the internet. Within days nearly the entire network was down. It would be back up within a week, but it was just a test. A month later an even more powerful virus was launched into the United Earth Federations government network and soon worked its way past firewall after firewall. Within an hour the entire lower level network controlling local government facilities was down. Within six hours the second level network controlling the provinces was down. Within 12 hours the third level of lower echelon military computers was down. By hour 18 it seemed to stop, but then its programming mutated uncontrollably. It even more quickly destroyed the fourth level controlling the world government files and capabilities followed by the fifth level network of the upper military. Within 24 hours the United Earth Federation had been crippled. Then the unthinkable happened, the satellite network was hit and it came crashing down. Communication capabilities halted and was destroyed. The world descended into anarchy.
Over the last twenty years nations have risen to try and fill the void created by the fall of the world government. Will yours be able to make it all the way?
Military:
For each economy point you can purchase two of these:
-30,000 Infantry
-100 MBT
-250 Artillery
-15 Ships
-5 Subs
-1/2 a Carrier(needs 1 whole economy point)
-50 Fighters
-30 Interceptors
-15 Bombers
-X UU
You may create 1 UU for your nation.
Training and Mobilization:
It will cost you one economy level to increase the training of either your army, navy, or air force. 50,000 elite will be able to hold their own against 300,000 farmers. It goes Army/Navy/Air Force in the stats.
Farmers(1) -> Conscript(2) -> Regulars(3) -> Veteran(4) -> Crack(5) -> Elite(6)
You can mobilize your military which will decrease your training by two, but double the amount of military produced per economy point. So instead of buying 2, you get 4. Instead of 60,000 infantry, you can get 60,000 and 200 MBT etc
Satellites and Nukes:
Once you research Satellites you will be able to send up 5 satellites per economy point. Once your nation has 30 satellites you will possess a GPS system. This will increase the training of all your military by 1 level. Once two nations have 30 satellites, a communication network will set up and both nations will receive +1 economy. The same will continue for every nation that follows.
Once you research nuclear research you can build one nuclear bomb per economy point. It is delivered via ICBM, bomber, train, van, you name it we got it.
Economy
This is the most original part, I think. It will be in word-levels. Unlike in the other NESes, you dont have to pay economy levels to do anything (my reasoning is that no matter what some people say, national economy is not as unstable and absurd as to rise and drop in turns as the years go). You will have a number of spend points for every turn (depending on your economy level), to be spent on increasing any stat save for economy. To grow economy, you mustnt spend on anything else.
If you want to hurry up a project by two turns, you can sacrifice an economy level, please note that you can do it only once during a project. Otherwise you can sacrifice an economy level (two per turn only, although compatible with the project being hurried up) to receive double spending points for a turn than normal. If you sacrafice economy more than once 5 years after the first time, your economy will go down. When economy goes above Monopoly, you get Monopoly +x, where x is a number of levels you have beyond Monopoly. Also note that the value of x is added to your spend points by definition, so beyond Monopoly really does make you an uberpower.
Know that random events WILL damage your economy here and there, unless I forget about it for the third time.
You can send spend points or economy levels to other players for some reason. If you gain negative economy points, you will get a one-level decrease in a random stat.
Depression (-1)-Bankrupt (-1)-Recession (+0)-Poor (+0)-Normal (+1)-Good Enough (+1)-Rich (+2)-Very Rich (+3)-Richest (+4)-Economic Powerhouse (+4)-Monopoly (+5)
Nationalistic Loyalty:
After living under a world government for about 20 years, an entire generation doesnt know much of individual nations and many of the older generations dont care much for it. Even the newest generation born right before and after the collapse can be hard to press into a nationalistic fervor. It will be your job to increase nationalistic loyalty or risk losing your population. Self-loyalty means that the majority of people only trust and follow themselves, compared to great nationalistic loyalty in which most people will blindly follow the will of their nation. Much like culture in other NESes.
Self-Loyalty -> Communal-Loyalty -> Town-Loyalty -> Region-Loyalty -> Little National-Loyalty -> Moderate National-Loyalty -> Much National-Loyalty -> Great National-Loyalty
Educational Capabilities:
Much of the technology and learning of the past has been lost. A nation will need to raise its educational capabilities to that to successfully learn the secrets of the past. Once reached the maximum, you can begin researching a technology. Once you do so however, your capabilities go down by 2.
None -> Pre-School -> Kindergarten -> Elementary School -> Jr. High School -> High School -> Pre-Graduate -> Graduate -> Post-Graduate
Confidence:
People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then... You can grow confidence by economy (propaganda), but wouldnt it be easier to write a speech or persuade the people that you are the leader they need?
Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified
Complaining to the Mod
If you have complaints to the mod, walk out of the door, find the first huge angry drunkard that you see and tell him that hes stupid.
Other then that, of course, you can complain to the mod about his mistakes. The mod will listen. Whether or not he will do something about it is unknown even to me.
Projects:
Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You dont have to mention it is being worked on every turn. You can sacrifice an econ. level once for a project to speed it up by two turns. You may work on ONE project at a time.
Technologies:
Post-Graduate: 1 economy level
Pre-Graduate & Graduate: 2 economy level
High School: 3 economy levels
Jr. High School/Elementary School: 4 economy levels
<Elementary: 5 economy levels
Stealth Ships: Ships more effective.
Stealth Bombers: Bombers more effective
Satellites: You gain the ability to build satellites.
Land Warrior System: Infantry more effective.
Nuclear Weaponry: Allows you to build Nukes. (Costs 1 economy level extra)
On-Point Delivery: Artillery more Effective.
Hover Tanks: MBT are more effective
Agile Torpedoes: Subs more effective
Laser Radar: Carriers more effective .
Hyper-Sonic Engines: interceptors more effective
New Aluminum Alloy: Fighters more effective
Once all are researched by a single nation, Ill go onto next age.