Daftpanzer
canonically ambiguous

(yeah i wasted a few hours making this pic... need to stop doing that

100 years after the 'great wars', and the promised golden age of modern science and technology never arrived. It was one the most peaceful periods in history - many celebrated freedom, of a kind, but many also called it a new dark age. The world had been ruined by the two great wars - the wars of rifles and muskets, cannons and cavalry, ships and ironclads Wars that killed countless millions. Celtonia was the only one left standing, but she too had suffered greatly. Her people reshaped the world map, hoping for future peace and stability. Then the last of the great empires gradually withered and withdrew into isolation.
For a hundred years, the old beaten-up regimes struggled to stay in power. There where no more great wars, but here was no great enlightenment either. The old hatreds and brutal dictatorships were still there, biding their time. It was a cold, stagnant, depressing age. Modernising was a second priority. With no perceived threats, Celtonia all but turned its back on new technology and a druidic government took power. The title of world superpower passed from the Celts, and it was there for the taking...
Then in recent years, the world began to awake. A new generation had come to power, nations saw new opportunities, and began to compete for power and international prestige once again. There where revolutions, invasions, and small conflicts around the world. Tanks and aircraft revolutionised warfare, and new tactics where developed.
It is now 4184AF. War is spreading, and new empires are arising
...
Well this started as a civ3 game, which I made into a story (unfinished/goofed out). Then as a NESing noobie, I decided to launch a very overcomplicated NES (DNES) based on the story world. Updating was a nightmare, I persevered but eventually goofed it up again. Apologies again to anyone who joined my last thread
Before abandoning it all, I wanted to try again with a simpler system (or at least, much easier to update). The game starts from the end of DNES. Infact, it starts with an update, based on the last orders from DNES.
Anyway, I guess few people, if any people, are still be willing to play now. And rightly so I guess. But here goes anyway
Players/Orders
Weekly updates, due to simpler system. I stake any last dregs of my reputation on this. Updates probably each Thursday evening GMT, with Tuesday midnight GMT orders deadline.
Each update will be 6 months of game-time and not a year anymore.
Players unlimited... Feel free to take any NPC nation, or give an idea for a new rebel nation (but PM me first rather than just declare it). Please only join if you will be around for diplo every so often, and please only take a larger nation if you plan to do interesting things. NPCs will be pretty active.
Alex994 - USA
Icmancin - Tartarus
Contempt - Korea
Das - France
KrimzonStriker Spain
Warman17 Iroquois
Symphony D (NPC for 6 weeks) Mayans
Insane_Panda - Byzantium
Kalthazar Inca
Kentharu Japan
Andis-1 China
Conehead234 Germany
Any other nation is currently free to play as (though some are puppet states of others). At the moment, the most interesting ones are probably the superpower Celtonia, and the brave nation of Copan.
Stories are very welcome. I hope people write them mainly for coolness and background (Das made an especially epic awesome series of stories last thread). They wont lead directly to stat bonuses (no story bonuses exactly) but will help in many other subtle but important ways.
Rules:
Not expecting people to go reading through all these rules (hopefully simpler than first time or maybe not). Anyway, the idea is just common sense and trying to be realistic (pretty much conventional NES style now).
As always, feel free to send as little as you want. I dont mind if people dont read the rules exactly, as long orders are still something realistic. And id rather people sent a few words than nothing at all. It would help if you gave at least one of the following:
Industry orders (build up industry, build trade goods, or military?)
Priorities for econ funding
Priorities for science
Military orders
Social stuff / spy stuff
Basically, I have split the standard Das econ points it into both economy and industry. Economy handles the stat-boosting side of things, while industry is mainly for military stuff, infrastructure and projects. Economy can fluctuate up and down, while industry remains solid until it is lost due to wars etc.
Oh and its very possible to use different stats for different things (like using science to develop new trade goods), so long as its not too ridiculous.
Spoiler Armies and Waging War :
Armies and Waging War:
Basically like before, you can only give orders to whole armies to keep things simpler. Armies can do anything within reason. They can be on guard against a certain nation, or just generally defending against any attack. They can be very dug-in, or they can be ready to move out - up to you.
Each army is assumed to have an equal share of your land military (with some left over for garrisons in isolated places). Though you can change this in your orders.
A single army can concentrate on one area, or can spread out to a few territories (but not that many). They can move a long way in a turn with ocean travel, basically to anywhere in the world, provided there are no enemy obstacles. Ill take into account that an army will get more disorganised the further it travels by sea, especially the destination is quite far from any friendly ports. Also, your navy should support any amphibious attacks, or those landing craft will be very vulnerable!
Transport boats are just assumed to exist as needed. There might be an issue if a nation with hardly any naval power suddenly wants to move loads of troops overseas. But so far I wont make any rules about this.
An army can also move a long way through friendly territory on land in a turn, especially when moving through territory of a developed nation (railways etc). But armies still get disorganised on long land movements.
Creating extra armies - Extra armies wont cost anything to create anymore. Making more armies obviously makes your forces more flexible. But the more armies you create, the less troops each one will have, and the more disorganised they will all get. Basically, each nation will start with a good amount of armies for its military size.
Air forces and navies:
Air force, and navy will just be split up depending on how you want, what priorities you set etc. Ships and planes can pretty much go anywhere in the world in a turn. Default orders will just be to defend. Ill be keeping track of things from turn to turn (where things were and where they are going), so that opposing navies might collide en-route, etc.
Obviously, airforce can do things like strategic bombing to reduce an enemys economy and industry. Ships and subs can blockade/bombard ports and raid shipping lands.
Paratroopers and air transport/supply arent really in the game yet, but could easily be developed from level 3 air onwards
Planes cant fly all the way around the world though, not yet anyway. Attacking a neighbour or nearby island shouldnt be a problem.
Spoiler Diplo Stuff :
Diplo Stuff:
Puppet states they give all their special resources to the master nation, and always allow military forces to be stationed there, etc. NPC puppets will do pretty much whatever the master nation wants. In exchange, puppet states expect protection - if you let a puppet state get conquered by someone else, it doesnt look good for you, and other nations probably wont want to be your puppet in future.
Breaking treaties A treaty is official if its agreed upon by all nations taking part. Breaking and official treaty will hurt your reputation. This will affect NPC attitudes, could also affect the attitude of your people (if its something public).
Trading stuff:
Economy and trade - Trade is generally passive, each nation is assumed to allow trade with each other to start with. But you could ban trade with other nations, obviously this could hurt both economies. On the other hand, you could sign free trade agreements with other nations, to encourage trade with them and discourage your trade from going elsewhere.
Tech trading - No longer possible to exchange specific levels of tech. Instead, you simply say that your scientists are helping another nation. I think that is more realistic, and also much easier. Your own tech progress will be slower depending on how much you want to help the other nation, and how many other nations you are helping etc. There is nothing definite about how much their tech increases by, it will all depend on the situation.
Sending aid/money/materials - Basically, ifs its within reason, there could be any kind of deal.
Stats:
Basically these stats should all be as youd expect. For (some) simplicity, stats have only a few rough levels that they fall into, roughly. But ill keep track of the in-betweens so that if a stat doesnt jump up a level, it doesnt mean theres been no progress at all.
Spoiler Government :
Government: strength , alignment
Two parts, first is government strength, basically how secure the government is in control of the nation. Low strength means low confidence/ loss of authority, and many rebel factions are likely to spring up. Higher strength means more confidence in the government, and more authority over the people.
A strong government is also in a better position to push through reforms of political freedoms, civil rights etc (see below). You could sacrifice some government strength to push through controversial laws or reforms etc.
Strength ratings: (powerless, very weak, vulnerable, steady, established, strong, very strong, unshakable+X)
Alignment is the political ideology that the government follows most closely. Or it could be a mixture of a few things.
Changing the alignment of the government usually means some kind of revolution. The new government may be vulnerable for some time unless there is high public support.
Alignments are:
Fascist The people are made to think of themselves as superior to other cultures/races, with a great destiny ahead of them. This can inspire some fanaticism among the people and the soldiers. In war, the people are willing to put up with hardships to ensure the final victory. But if the nation is defeated or weakened (and shown not to be superior), then there can be a big loss of confidence. Fascism tends to hurt trade and relations with other nations, and it causes uneasiness among any minorities/foreign people that have been conquered or that already live in the nation.
Imperialist Basically like fascism, except that its the tradition and the glory of the nation and its leaders that is superior to everything else, not the race of people. The people are happy and loyal as long as they feel like part of a strong nation. Imperialism can hurt relations with other powers.
Capitalist Trade and Economy is emphasised, and will tend to improve. But the people also expect more wealth, so there will be loss of confidence if the economy stagnates or gets worse. This ideology does not inspire any extra loyalty in the people, or the morale of soldiers. New inventions are often explored for money-making potential so scientific progress is sometimes helped.
Democratic Many nations could have some form of democracy, but this is where it becomes a big deal. Democracy is seen as part of the nations identity. The people really expect to have their voices heard, and their demands acted upon. Political freedoms must obviously be quite high, and the people will probably demand high civil rights also. Once this kind of democratic ideology gets established, people tend to feel they live in an enlightened country, and can be very loyal and patriotic. It tends to improve relations and trade with other countries, and benefits philosophy and scientific innovation more than other ideologies.
Socialist State owned industries etc. The government has a lot of control over the agriculture, industry, science etc, and can easily push for development in these areas. It can also organise big infrastructure projects more easily. The down side is, nothing really gets done unless the government specifically orders it and has enough funds for it. Trade and economy may also suffer due to lack of private enterprise and competition. Finally, the government is still supposed to be for the good of the people... If the state-owned agriculture and industry cannot produce enough of what the people need, then there is loss of confidence, and vice-versa.
Druidist This arose in Celtonia over 50 years ago. The well being of the people, and the well being of the natural environment are the most important things. The military, industry and economy are a secondary priority, and will often decline. Druidism tends to heal social problems and social divides, and can strongly unify the nation. It also increases and revives old spiritual beliefs. This is an ideology that looks back to ancient traditions, so it tends to work against scientific innovation.
Republic A pretty netural ideology. The people want a fair amount of political and social freedoms, but dont make such a big fuss about it.
Monarchist Tends to create lots of loyalty and stability, as long as the monarch is respected by the majority. But this is not a very forward-thinking ideology.
Spoiler Political freedoms :
Political freedoms: The amount of democratic rights that the people have. The amount of voting that allowed, the amount of choice people have over how the government works and what the laws are.
Lower = If people are unhappy, they cant really do anything against the government.
Higher = increased loyalty and morale, but more trouble for the government if people are unhappy.
Ratings: (outlawed very few few - some many very high outstanding utopian)
Spoiler Civil rights :
Civil rights:
Lower= people are easily oppressed and controlled. Harder for enemy spies and agents to operate. Tends to hurt economy and science.
Higher= harder to oppress the people. Easier for enemy spies etc. Increased morale, tends to benefit economy and science.
Ratings: (outlawed very few few - some many very high outstanding utopian)
Spoiler Attitude :
Attitude: I didnt quite know what to call this one. But anyway, this is meant to be what the people think about the current government, and the current state of the nation. Its a vague description.
Spoiler Industry :
Industry is used to build useful things! This is the most complicated one. You get a number of industry points to spend on various things (below), equal to the industry level.
Industry Ratings (and the amount of spending points): none (1), basic (2), limited (3), capable (4), strong (5), very strong (6), massive (7), colossal (8), powerhouse (9), limitless+X (10+X)
Sacrificing an industry level:
An industry level could be sacrificed/demolished to free up manpower, if it is running low. Otherwise there is no great reason to do this, apart from maybe a scorched-earth policy.
Spending industry points:
Industrial growth - Takes one turn without using industry for anything else (no points to spend this turn). Industry will be up one level next turn, but you must wait *two more* turns before doing this again.
Trade Goods - Industry points can be turned into economy points to be used this turn (see economy below). But this is not 100% efficient and it might lose a point every now and then.
Send to other nation - You send some of your points to add to another nations industry points. This is like sending materials, supplies etc, which could be intercepted by an enemy. Also, if the other nation is doing industry growth this turn, then they wont receive these supplies until they are on normal production again. Otherwise they cannot be banked.
Military - Roughly, you would get one point to the military rating for every industry point spent. You use industry to increase military power in any area (see land,naval,air power further down). You can increase the military overall, or concentrate on increasing the proportion of tanks, artillery, destroyers, bombers etc. or build capitol ships. Some things cost more to build and might not add as many points to the rating as cheaper things, like just pumping out tons of infantry and militia. But an army without any tanks or artillery etc is obviously not going to get very far.
Conscription - conscripts are just cheaper troops. You'd probably get at least +2 land power rating for every industry point spent on conscription. You can spend as many points on this as you want. But conscripts arent as well trained or motivated. Conscription can cause unhappiness, depending on how people feel about the situation and if they think its a worthy cause or not, plus how much free speech they have to complain about it. It puts an extra strain on manpower as well.
Capitol ships - these are big investments, they are counted separately and have special cost Carriers and Dreadnaughts normally cost 3 industry points, Battleships cost 5. They can be built over several turns if they cant be done in one go. Then they may take an extra turn to actually appear in the game (these things take a long time to construct).
Fortifications These help protect a territory, and show up on the map. A lesser fort would cost about 2 industry points. These are older style fortifications, or not very well-made ones. They are vulnerable to modern artillery and air etc. A greater fort is something like OTL atlantic wall and costs about 4 points, these will resist modern air and artillery better. You could spend even more points for some kind of super-fortifications.
Projects Need a certain amount of industry points invested in them before they are completed.
Infrastructure and Science are stats that industry could be invested in directly.