Harleqin
Hippo Power
Welcome to my first NES. This one is mainly a board NES, but with story NES elements. For example victory will depend on what troops you use, the tactics you employ and a tiny bit of randomness. Should make it a little more interesting than a normal board NES, but less demanding than just a story NES.
Rules
Rules for this NES are quite simple. You choose one nation. Every turn you will then get an income in PP (production points) which can then be converted into units, fortifications, bribes, industry, research or whatever else you might think of.
Players who write stories will receive some minor bonuses, mainly doing a little better in battle, researching a little faster or just being a little more lucky. Sounds simple, eh?
I also advice people to form their armies into army groups/fronts/whatever and name them to make the updates even more fun.
This is mainly a board NES, but with a few elements from a story NES. The goal is to have fun with diplomacy and changing the map of Europe by any means possible without having to worry too much about education, infrastructure, training and such.
Nations:
All European nations and a few Middle Eastern and North African nations are available. Each nation receives a number of PP as seen below. All nations are also divided into provinces. Some provinces will be quite big, others quite small. There is no specific system as to how they are made or what advantages they give. They mainly enhance the updates by making it more specific and thus, hopefully, more realistic. In a perfect world it would be equal, but this isnt a perfect world. Consider them to be mainly graphical. Now, loss of territories will give some loss in PP. See below under conquests.
Production Points
Each territory will yield a different amount of PP. Some will not yield any points whilst some might yield as many as 5, 6 or even more. You can build more industry for your PP. It is a bit expensive though, costing 4 points for each point you want to increase.
NEW UPDATE: When building industry you must specify where you want it build and a territory can increase no more than 2 points in one turn. Also, I'm imposing a cap on a max of 12 industry in one territory.
Things you build become available at the END of the turn. You put down in orders what you want to buy and then you get it after all attacks. So, you get "reinforcements" at the end of your turn. Or in other words, the units you have buy won't be available for attacking with until the following turn. If you're building troops and are on your last province and that province is attacked, then you will get half of what you are building to help with the defence and the rest after the battle if the province survives.
Starting PP:
When starting the game you will have twice your PP with which to build units. While your nation is switching to full war-time production or just arming itself it didnt have that high a military spending before the evil hippopotamuses brainwashed your leader. And yes, I know some nations have quite a high military spending already. I will make only this exception though: Israel starts with thrice normal PP to spend.
Conquering territory:
Whenever you conquer a whole territory or just parts of one, the enemy may lose some PP. This does not mean that you will gain it though. Most likely the enemy will damage the production facilities when retreating or it might be damaged by battle. It can be rebuilt again though it is expensive.
There are four levels of damage to production capacity.
Unscathed no loss can be reused immediately
Light damage Some damage, but not serious Costs 2 PP to restore one old PP
Heavy damage Quite damaged Costs 3 PP to restore one old PP
Destroyed nothing less 4 PP to rebuild one old PP
Turns:
Each turn is 3 months which naturally gives us 4 turns in a year.
UPDATE "Turn Order"
A little special, but just to make things clear on how things get done.
1) You recieve income
2) You spend your income
3) Attacks are carried out
4) Newly produced cities etc are made available
5) Income is adjusted
6) New turn
Mainly same as with a story nes, but new production is not available for you until the following order set.
Military:
When building military you will have it available immediately unless it is some big things like ships which will take longer. Maybe not so realistic, but it will be equal for all.
Bombing missions (and missiles):
Bombing a province can damage military present or be targeted at industrial complexes. If industry is attacked you will generally do 0-2 PP damage per unit attacking.
Notes on units:
Carriers will carry two squadrons and NO long-range bombers.
Nuclear subs carry 1 tactical missile.
Short range for bombers and missiles is like distance from north coast of Scotland to south cost of England.
Long range is that distance times two. This includes fuel to return to homebase. If you get bases in other nations you could start in one place, bomb and land in another nation.
Tactical nukes reach a distance from north of Scotland to cost of Normandy, so rather short.
Interceptors are fast, short range response craft dealing with attacking fighters and bombers. They can't fly missions outside your borders. Main role of fighters is to protect bombers and destroy enemy interceptors.
AA guns must be deployed in a province and cant be moved unless wheeled.
Fortifications are built at a length of the Danish-German border for each PP spent. You can spend more on a section to make it even stronger.
Mountaineers will have a big advantage in some areas such as Switzerland and Austria.
Marines will be better in amphibious invasions than other units.
Sabotage/infiltration can reveal enemy plans, position, damage production, steal tech etc. Costs/time may vary depending on what you try and enemy security may be so high it doesnt work.
Guerillas are only used if you get occupied. They represent local resistance which has been given arms by you and help to upset the enemy lines. While you can always prepare guerilla groups they can be a doubleedged sword as they might decide to fight you in a bid for independence. While they arent strong, they are a major annoyance for the enemy who cant really afford to ignore them.
Motorized units generally move faster meaning faster response time if invaded or a chance of moving faster when invading. Simple, huh?
Starting production per nation:
Look in the list of nations. In paranthesis next to the name is how many PP the nation gets each turn. Provinces also have a number in () indication how much production comes from that region.
Updates:
Let's try to update twice a week. Orders should be in by 9 am Wednesdays (Central European Time - GMT-1) and on Sundays at the same time.
Divisions PP
Infantry 1 PP
Airborne 4 PP
Marines 2 PP
Mountaineer 2 PP
Motorized +2 PP to each division
Elite +2 PP per division
Guerillas 1 PP
Battletanks 5 PP
Navy
Carriers 20 PP and 1 year
Battleships 10 PP and 1/2 year
Cruisers 7 PP and between 1/3 and 1/2 year
Destroyers 5 PP
Submarines 5 PP and between 1/3 and 1/4 year
Nuclear Submarine 10 PP and 1/2 year
Transport use common sense (no fixed numbers);
Airforce
Fighter 6 PP
Interceptor 5 PP
Long-range Bomber 10 PP
Short-Range Bomber 4 PP
Sea planes: +2 or 3 PP (fighter, interceptor/bomber)
Missiles
Cruise Missile 3 PP
Short Range Missile 8 PP and ½ year
Long Range Missile 10 PP and ½ year
Tactical Nuclear Missile 20 PP and 1 year
ICBM 40 PP and 1 year
Industry
Investment divided by 4 = growth in PP (meaning for every 4 PP spent you gain 1)
Techs
Nuclear Power
Stealth
Missile Shield
Others you might think of
Other spending
Fortifications 1 PP/section
SAM sites 1 PP/unit
SAM sites mobile 3 PP
Sabotage/infiltration generally 2 PP depending on what you seek to sabotage/do
Rules
Rules for this NES are quite simple. You choose one nation. Every turn you will then get an income in PP (production points) which can then be converted into units, fortifications, bribes, industry, research or whatever else you might think of.
Players who write stories will receive some minor bonuses, mainly doing a little better in battle, researching a little faster or just being a little more lucky. Sounds simple, eh?
I also advice people to form their armies into army groups/fronts/whatever and name them to make the updates even more fun.
This is mainly a board NES, but with a few elements from a story NES. The goal is to have fun with diplomacy and changing the map of Europe by any means possible without having to worry too much about education, infrastructure, training and such.
Nations:
All European nations and a few Middle Eastern and North African nations are available. Each nation receives a number of PP as seen below. All nations are also divided into provinces. Some provinces will be quite big, others quite small. There is no specific system as to how they are made or what advantages they give. They mainly enhance the updates by making it more specific and thus, hopefully, more realistic. In a perfect world it would be equal, but this isnt a perfect world. Consider them to be mainly graphical. Now, loss of territories will give some loss in PP. See below under conquests.
Production Points
Each territory will yield a different amount of PP. Some will not yield any points whilst some might yield as many as 5, 6 or even more. You can build more industry for your PP. It is a bit expensive though, costing 4 points for each point you want to increase.
NEW UPDATE: When building industry you must specify where you want it build and a territory can increase no more than 2 points in one turn. Also, I'm imposing a cap on a max of 12 industry in one territory.
Things you build become available at the END of the turn. You put down in orders what you want to buy and then you get it after all attacks. So, you get "reinforcements" at the end of your turn. Or in other words, the units you have buy won't be available for attacking with until the following turn. If you're building troops and are on your last province and that province is attacked, then you will get half of what you are building to help with the defence and the rest after the battle if the province survives.
Starting PP:
When starting the game you will have twice your PP with which to build units. While your nation is switching to full war-time production or just arming itself it didnt have that high a military spending before the evil hippopotamuses brainwashed your leader. And yes, I know some nations have quite a high military spending already. I will make only this exception though: Israel starts with thrice normal PP to spend.
Conquering territory:
Whenever you conquer a whole territory or just parts of one, the enemy may lose some PP. This does not mean that you will gain it though. Most likely the enemy will damage the production facilities when retreating or it might be damaged by battle. It can be rebuilt again though it is expensive.
There are four levels of damage to production capacity.
Unscathed no loss can be reused immediately
Light damage Some damage, but not serious Costs 2 PP to restore one old PP
Heavy damage Quite damaged Costs 3 PP to restore one old PP
Destroyed nothing less 4 PP to rebuild one old PP
Turns:
Each turn is 3 months which naturally gives us 4 turns in a year.
UPDATE "Turn Order"
A little special, but just to make things clear on how things get done.
1) You recieve income
2) You spend your income
3) Attacks are carried out
4) Newly produced cities etc are made available
5) Income is adjusted
6) New turn
Mainly same as with a story nes, but new production is not available for you until the following order set.
Military:
When building military you will have it available immediately unless it is some big things like ships which will take longer. Maybe not so realistic, but it will be equal for all.
Bombing missions (and missiles):
Bombing a province can damage military present or be targeted at industrial complexes. If industry is attacked you will generally do 0-2 PP damage per unit attacking.
Notes on units:
Carriers will carry two squadrons and NO long-range bombers.
Nuclear subs carry 1 tactical missile.
Short range for bombers and missiles is like distance from north coast of Scotland to south cost of England.
Long range is that distance times two. This includes fuel to return to homebase. If you get bases in other nations you could start in one place, bomb and land in another nation.
Tactical nukes reach a distance from north of Scotland to cost of Normandy, so rather short.
Interceptors are fast, short range response craft dealing with attacking fighters and bombers. They can't fly missions outside your borders. Main role of fighters is to protect bombers and destroy enemy interceptors.
AA guns must be deployed in a province and cant be moved unless wheeled.
Fortifications are built at a length of the Danish-German border for each PP spent. You can spend more on a section to make it even stronger.
Mountaineers will have a big advantage in some areas such as Switzerland and Austria.
Marines will be better in amphibious invasions than other units.
Sabotage/infiltration can reveal enemy plans, position, damage production, steal tech etc. Costs/time may vary depending on what you try and enemy security may be so high it doesnt work.
Guerillas are only used if you get occupied. They represent local resistance which has been given arms by you and help to upset the enemy lines. While you can always prepare guerilla groups they can be a doubleedged sword as they might decide to fight you in a bid for independence. While they arent strong, they are a major annoyance for the enemy who cant really afford to ignore them.
Motorized units generally move faster meaning faster response time if invaded or a chance of moving faster when invading. Simple, huh?
Starting production per nation:
Look in the list of nations. In paranthesis next to the name is how many PP the nation gets each turn. Provinces also have a number in () indication how much production comes from that region.
Updates:
Let's try to update twice a week. Orders should be in by 9 am Wednesdays (Central European Time - GMT-1) and on Sundays at the same time.
Spoiler Price list for things to spend PP on :
Divisions PP
Infantry 1 PP
Airborne 4 PP
Marines 2 PP
Mountaineer 2 PP
Motorized +2 PP to each division
Elite +2 PP per division
Guerillas 1 PP
Battletanks 5 PP
Navy
Carriers 20 PP and 1 year
Battleships 10 PP and 1/2 year
Cruisers 7 PP and between 1/3 and 1/2 year
Destroyers 5 PP
Submarines 5 PP and between 1/3 and 1/4 year
Nuclear Submarine 10 PP and 1/2 year
Transport use common sense (no fixed numbers);
Airforce
Fighter 6 PP
Interceptor 5 PP
Long-range Bomber 10 PP
Short-Range Bomber 4 PP
Sea planes: +2 or 3 PP (fighter, interceptor/bomber)
Missiles
Cruise Missile 3 PP
Short Range Missile 8 PP and ½ year
Long Range Missile 10 PP and ½ year
Tactical Nuclear Missile 20 PP and 1 year
ICBM 40 PP and 1 year
Industry
Investment divided by 4 = growth in PP (meaning for every 4 PP spent you gain 1)
Techs
Nuclear Power
Stealth
Missile Shield
Others you might think of
Other spending
Fortifications 1 PP/section
SAM sites 1 PP/unit
SAM sites mobile 3 PP
Sabotage/infiltration generally 2 PP depending on what you seek to sabotage/do