stSBNES - "Through the Valley of Death"

Stormbringer

The Brick and The Rose
Joined
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stSBNES6 “Through the Valley of Death"

OVERVIEW

I am very excited to be starting this NES. I must first of all thank everyone who had helped me along with putting it together. First of all Das and Panda for helping me with the map. Stalin006, and JosefStalinator helped with much of the rules and gave me good ideas. Finally Feanor put together the original tech tree which I edited to use for this NES. Thank you to all of you for your help.

RULES

Basics

Countries

You can play as any of the countries in the stats or you may start a rebel movement. I must warn you, rebel movements will not have an easy time in this NES as I tend to be critical of them. On the other hand, I am also critical of countries who fight the rebels, and so if you are careful it is possible to succeed.

Ruler

The person most directly in charge of the country. I tend to hold my players up to a high standard and they play not the country as a whole but the faction within the country that controls the government. This means that you are not omnipotent and cannot do whatever you want with your country. You do what a government can do and use only that to solve the problems that arise.

Government

This is the type of government that your country has and the general political leanings of the government. Governments can change, and they most likely will, but they must do so in a realistic manner. You cannot just say that the government changes, you must give a realistic reason and process for it to change. I will also expect you to act as your government, and Fascist governments allying with Social Democracies will not go unpunished.

Size

This is a stat that represents the stat of your country. The idea originally belongs to Das. The sizes go from Tiny (1) to Huge (5). The number in parentheses serves as a multiplier for the amount of eco points you must spend to increase the level of Infrastructure, Education, or Living Standards. This means that it is 5 times harder for a Huge country to increase any of those stats than it is for a Tiny country.

Military

The Military is divided into Army, Navy, and Air Force. Within each one there will be a number of specific units. It is best to use the units in combination with other units for maximum effectiveness.

Army

The Army is divided into infantry units and mobile units. Infantry units include basic infantry, marines, paratroopers, and mountaineers. Mobile units include cavalry, tanks, motorized and mechanized infantry. All units are divided into divisions.

To increase an army a government spends money to recruit people and arm them with weapons. Infantry costs 1 eco/division. Any type of specialized infantry costs 2 eco/division as well as cavalry, motorized and mechanized infantry. Armored divisions cost 3 eco/division.

Further, army units are the only units that have a training value. To the best of my knowledge all countries used regular troops in navies and air forces, and I do not want to further complicate the NES. There are four training values – Militia, Conscripts, Regulars, Elites. Militia are troops that serve only part time and are called into service only when the need arrives. They usually fight poorly but cost only ½ the price of Conscripts (so you get 2 divisions of infantry/eco or one division of specialized infantry/eco) Conscripts are soldiers who are called to serve their country for a specific amount of time, usually without much training or pay. They are the base units for most countries and are the units for which the cost was given above. Regular troops cost two times as much as Conscripts and are professional soldiers who dedicate their life to the army, and so have extensive training and experience. Finally Elite troops cost 3 times more than Conscripts and are the best units there are. These are professional troops who have the best training and the most experience of all other soldiers. They are very expensive to train when you are recruiting troops, and so most Elite troops are soldiers who have seen a lot of battles and have been trained in combat. All of these different trainings are denoted by a letter in parentheses that follows the division (e.g. Infantry Division (M) for an Infantry Division of Militia training)

Finally, when a new technology is researched and better equipment for infantry becomes available they can be upgraded to the higher level by paying 1 eco/division. Only infantry can be upgraded in this way, tank divisions and mechanized divisions have to be purchased anew since you cannot easily upgrade vehicles.

Navy

The navy is made up of capital ships, surface ships, and submarines. Capital ships are Carriers, Battleships, and Battle Cruisers. Surface ships include Heavy Cruisers, Light Cruisers, and Destroyers. Submarines are submarines. Capital ships cost 3 eco/ship, surface ships cost 2 eco/ship and submarines 1 eco/ ship.

These units have no training and cannot be upgraded. You can scrap older designs if you want, but you will have to purchase new ships when new technologies are developed.

Air Force

The air force is divided into light planes and heavy planes. Light planes are interceptors, fighters, and close air support planes. Heavy planes are tactical bombers, strategic bombers, and naval bombers.

Again, these units have no training and cannot be upgrades. Light planes cost 2 eco/wing while heavy planes cost 3 eco/wing.

Economy

The economy is divided into four sectors of the economy. The sectors are agriculture, industry, services, and commerce.

Agriculture

Agriculture denotes the income a country receives from its agriculture and its raw materials. Having a good agriculture is absolutely imperative to having a good industry.

Industry

Industry is the measure of the industrial capacity and the income from industry that a nation receives. This number can never be higher than the sum of agriculture and commerce (the resources you have from your country plus the recourses you trade for) You also cannot give more build orders every turn than you have industry. For example, if your industry is 6 you cannot build more than 6 units/turn.

Services

This sector is the most self sufficient sector. It is the amount of taxes the government gets from local business, incomes of citizens, etc. Usually this number is lower than the others and it is rather difficult to raise. This also determines how much you can spend on raising your infrastructure, education, standard of living, or technology. This means that if you have 4 points in services you will not be able to spend more than 4 eco/turn on all of these areas.

Commerce

Commerce is income from trade. It is very easy to get when you sign trade agreements with other countries, however, be careful, if war comes and your trade routes are cut this number will go down sharply and your income will plummet.

Economy Again

When you add the four numbers for these four sectors you get the number for your total economy. This is your eco/turn that you can spend on whatever you want, given the restrictions in this section.

You can transfer 1 point from any of the four sectors to another sector every turn. This represents the slow reforms of the economy you can undertake.

Also, you can grow any one of your sectors. But to do that you have to invest, in a single turn, as much eco as the next level. So, for example, if you have 4 points in Services you can grow Services by 1 point by spending 5 eco on it that turn.

Infrastructure

Infrastructure represents the roads, bridges, etc. of your country. It is rated on a scale of 1-5 and, unlike other NESes, it does have a major impact on the game. Not only will your troops move faster, but infrastructure also affects the economy. An infrastructure of 0 will make you unable to use your industry and commerce. An infrastructure of 1 will reduces them by half, an infrastructure of 2 has no penalty. At infrastructure of 3 you get a bonus of 1/2, at infrastructure of 4 a bonus of 2X and at infrastructure of 5 a bonus of 3X.

To increase infrastructure you must spend eco equivalent to the next level of infrastructure multiplied by your size multiplier. For example, if a small country (size 2) wants to go from infrastructure 2 to infrastructure 3 it must spend 6 eco points. The upgrade must be paid in full in one turn.

Finally, all countries have to maintain their roads. Because of that all countries with infrastructure level 3 have to pay 1 eco multiplied by the country size/turn to maintain it, infrastructure level 4 takes 2 eco times the country size/turn to maintain, and infrastructure level 5 takes 3 eco times the country size/turn. And yes, that does mean that a huge country that wants to max infrastructure will have to pay 15 eco/trun to keep it at the highest level, so it will not be worth it for everybody.

Education

Education works the exact same was as infrastructure, except it has an effect on research. Education of 0 makes research impossible, education of 1 increases the cost of research to 10 eco points (see research section later), education of 2 has no effect, education of 3 reduces research cost to 4 eco points, education of 4 reduces it to 3 eco and education of 5 reduces it to 2 eco.

Education is increased and maintained the same way as infrastructure.

Living Standards

Living Standards work the exact same way as infrastructure, except they affect Services and Agriculture instead of Industry and Commerce.

They are increased and maintained the same way as Infrastructure and Education.

Stability

Stability is rated on a 5 point scale. Stable-Dissent-Protests-Riots-Civil War. Low stability will reduce the effectiveness of the economy as a whole. Starting with Protests the economy is reduced by half, at Riots it is down to 1/4 and during Civil War your economy cannot be used.

Stability cannot be increased using money and has to be increased using other means.

Technology

Let me see if I can explain this well. You will have a technology level for each unit type and for each sector of your economy, and the technology level will correspond to a year. So, for example Infantry (1919) means that your infantry is at a 1919 tech level. You do not have to upgrade your infantry or any other tech level every single year, you can still be fighting with 1919 infantry in 1922 if you feel like it, but if someone else has 1922 infantry, they will have an edge.

Now, for economic technology levels you will get +1 to your respective economic sector for every year of the tech level. So if you go from Commerce 1919 to Commerce 1923 you will get +4 to your commerce, which could be a really good way to increase your economy.

Say you have a 1919 Infantry tech level and you want to bring it up to 1923, what do you do? You have to pay 5 eco points for every year that your tech level is going up, so 5x4=20 in this case. Education affects this number, as stipulated above. Try to keep up with technology, because upgrading from 1919 to 1939 will be painful.

Can you trade technology? You cannot directly trade it, since it takes more than just the bare knowledge to put theory into practice, but you can help other nations with research. If you chose to do so, the cost for the technological research for the nation you are helping is reduced by 2 eco points. And yes, this does mean that if you are helping a nation that has a level 5 education research something that nation gets that tech for free, but anyone with education below 5 still has to pay a little.

Now, let's say that you are playing Nowherestan, and you are lightyears behind in technology. Your 1000BC infantry could really use some improvement, but you cannot afford to upgrade it all the way up to 1923, what do you do? You can upgrade it to any level below the one we are currently at right now, so you might upgrade it to 1920 instead of 1923. For every year below the current one, not only do you save the 5 eco you don't have to pay for the year, but the technology is also 1 eco point cheaper. So while it takes 20 eco to upgrade from 1919 to 1923 tech level in 1923, it only takes 8 eco to upgrade from 1919 to 1921 in 1923.

Now, remember that section about education above? Sure you don't. Go re-read it because right about now you should realize why it is useful. While it takes 20 eco to go from 1919 to 1923 if your education is at 2, it would only take you 8 eco if your education was at 5 because the 5 eco/year is replaced with 2 eco/year. That is less than half the cost, and with the ridiculous amount of unit types now, and with more to come (rockets, nukes, etc.) this eco will quickly add up.

Finally, and very importantly, you can research one technology every turn and only one technology every turn. That means a total of four technologies per year, and yes, that means that you will never be completley cought up with technology, but keep in mind, hardly any country updates its tank designs and plane designs every year, that would be ridiculously expensive.

Projects

Projects are your bread and butter. Everything that is not listed here can be put into a project. You tell me what you want to do and how you want to do it and I will tell you how much it will cost and how long it will take. This can range from industrialization, creating a spy network, or a terrorist attack.

Investments work very similarly, but they are less formal than projects. If you see a place in your country where something can be improved you can indicate that you will spend an X amount of money on that and I will take into account and give you any benefits of your investment.

Final Note

Turns will be 3 months long beginning with January 1919. I may change that if I see that it needs to be changed. Updates will be once or twice a week but I will always tell you at least 4 day ahead of time so you have time to send orders. Any questions and or problems can always be addressed to me, and I will do my best to solve them.

If you see any way that the rules above are unfair, give someone an advantage that shouldn’t be there, etc. go ahead and tell me. The same goes for the stats.

All of these rules are made to make the NES more realistic and more fun, but they are by no means meant to stop creativity or innovative ideas. If you want to do something and do not see it in the rules chances are you can do it, you just have to talk to me either on msn or through a PM.

Now let us all have fun together.
 
Generic Units

Infantry
Infantry will most likely make up the bulk of your army. They are relatively cheap to build and require no regular fuel supply to manoeuvre, but their lack of motorized transport means their speed of advance is limited. However, Infantry are able to occupy large areas of land, securing ground captured by other forces.

Marines
Marines are an elite branch of the Infantry, specifically trained for assaulting beaches and other naval operations. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.

Mountaineers
Mountain Troops are an elite branch of the Infantry, specifically trained for operations in mountainous terrain. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.

Paratroopers
Paratroopers are an elite branch of the Infantry, specifically trained to either parachute to the ground or be ferried to a battle in gliders. Their rapid deployment capability makes them ideal for use as a mobile reserve or for use in capturing a strategic asset behind enemy lines. However, they are handicapped by a lack of heavy equipment due to their mode of travel, and when they are in action it is advisable to move other units to their support.

Cavalry
Cavalry are able to move fairly rapidly over most types of terrain and do not require a supply of fuel to operate, but they are lightly armed when compared with Armoured units, and the automatic weapons of the time can inflict devastating casualties to both men and horses. That is not to say that Cavalry can't prove useful in some instances as a mobile reserve.

Motorized Infantry
Motorized Infantry make use of wheeled vehicles, such as trucks, to manoeuvre more rapidly than basic Infantry. But they are limited to roads and so their performance may suffer in provinces with low infrastructure levels.

Mechanized Infantry
Mechanized Infantry are equipped with all-terrain vehicles, such as the halftrack, which does not limit them to roads as with Motorized Infantry and allows them to work well with armoured units. However, the specialist equipment they require means their cost is high.

Armored
Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks became heaver, their speeds would reduce accordingly. They also required a constant supply of fuel to remain in the field, and if this vital supply was severed, the armoured unit would be next to useless.

Air Force

Fighters
Fighters are the backbone of any air force. The have moderate range, have the best air attack capability (without bonuses), and can be effective against ground targets. Their primary role is achieving air superiority: destroying enemy fighters and denying airspace to enemy bombers.

Interceptors
Interceptors are short-range fighters designed to destroy enemy bombers. They have high speed and good manouverability to make them agile enough to evade the machine guns of the bombers, while having the firepower needed to disable a heavy, armoured bomber. Against enemy fighters, they are less effective yet they still put up a good fight.

Close Air Support
Close Air Support is the key to the blitzkrieg tactic. These planes have the ability to strike precisely at enemy units, enabling your ground forces to achieve a rapid breakthrough. They are slow, sturdy planes and this makes them an easy target for enemy fighters.

Naval Bombers
The Naval Bomber is designed for use over water and make accurate tactical strikes against enemy surface vessels using torpedoes or armour-piercing bombs. They have a limited dog-fighting capability, which makes them vulnerable if intercepted by fighters.

Tactical Bombers
Tactical Bombers are medium-sized aircraft, larger than Fighters, yet smaller than Strategic Bombers, which are used primarily for delivering attacks against enemy ground units such as Armour and Infantry. Unlike close air support aircraft, it is also capable of taking up limited strategic bombardment roles, such as runway cratering or strikes against defensive installations. Although they have a limited dog-fighting capability, they can be easily outmatched by Fighters in air combat.

Strategic Bombers
Strategic Bombers are the heaviest type of aircraft, designed to deliver a large payload of bombs to enemy provinces, with the aim of crippling his industry, infrastructure, and defensive installations. However, the Strategic Bomber is slow despite its long range, which can make it vulnerable to attack by fighters.

Navy

Submarines
The Submarine is designed to travel underwater allowing it to operate clandestinely against other naval units. Its main armament consists of torpedoes which are deadly against all other types of vessel, be they Carrier, Battleship, Naval Transport or another Submarine. However, the Submarine can be handicapped by a short range and new technologies to improve them can be expensive.

Destroyers
The Destroyer is the smallest and the fastest of the surface ships. It is lightly armed in comparison with the battleship, but its speed and maneuvrability allow it to provide a good first line of defence away from the main capital ships of a fleet, and its light guns are useful for engaging aircraft. Destroyers are usually combined in groups and used for convoy escort and anti-submarine duties.

Light Cruisers
Light Cruisers are little more than large destroyers. They are usually lightly armored to give good speed and range. They are normally used in an escort role for capital ships like battleships or carriers, granting protection mainly from enemy air attacks, but also from enemy submarines.

Heavy Cruisers
Heavy Cruisers are larger and more heavily armored than their lighter counterparts. They have larger main guns, giving them the ability to bombard enemy units on land. They are effective against enemy surface ships, especially destroyers and light cruisers, but are susceptible to air and submarine attacks.

Battlecruisers
Battlecruisers are very heavy cruisers that combine large main guns and good armor with reasonable speed and a good range. They are mainly used against enemy shipping lanes, able to outrun enemy battleships and able to outfight convoy escorts.

Battleships
The Battleship is the Queen of the Sea. It is a massive floating gun platform, designed primarily to engage enemy capital ships at long range and send them to the bottom of the ocean. However, they are now vulnerable to air or submarine torpedo attacks, and the advent of the Aircraft Carrier has started to number their days.

Carriers
The Aircraft Carrier is rapidly becoming the most important naval vessel. Its ability to project power through the aircraft it carries makes it dangerous to other capital ships and land forces. However, the ship itself is only lightly armed and must rely on other naval units, as well as its own aircraft, to afford it protection.
 
Country United States
Ruler Woodrow Wilson
Government Social Liberal
Size Huge (5)
Army
Infantry 4 Infantry Divisions (E/1919), 15 Infantry Divisions (R/1919)
Mobile 1 Armored Divisions (R/1919), 3 Cavalry Division (R/1919)
Navy
Capital Ships 7 Battleships (1918), 32 Battleships (OB)
Surface Ships 20 Light Cruisers (1905), 75 Destroyers (1917), 50 Destroyers (OB)
Submarines 15 Submarines (1918), 35 Submarines (OB)
Air Force
Fighters 3 Fighter Wings (1918), 2 Interceptor Wings (1918)
Bombers 4 Tactical Bomber Wings (1917)
Economy 60
Agriculture (9) 18
Industry (7) 14
Services (6) 12
Commerce (8) 16
Infrastructure 4 (2X bonus)
Education 4 (3 eco/tech/year)
Living Standards 4 (2X bonus)
Stability Dissent
Technology Agriculture (1919), Industry(1920), Services (1919), Commerce (1920)
Projects Right (Finished), Might (3/80, 0.25/5)

Country Australia
Ruler Billy Hughes
Government Social Democratic
Size Large (4)
Army
Infantry 3 Infantry Division (E/1918), 3 Infantry Divisions (C/1918), 6 Infantry Divisions (M/1918), 1 Mountaineer Division (C/1918)
Mobile 2 Cavalry Divisions (C/1918), 1 Armored Division (E/1919)
Navy
Capital Ships 1 Battlecruiser (1913)
Surface Ships 1 Light Cruisers (1900), 6 Destroyer (1915)
Air Force
Economy 21
Agriculture 7
Industry 6
Services 5
Commerce 3
Infrastructure 2 (no bonus)
Education 2 (no bonus)
Living Standards 2 (no bonus)
Stability Stable
Technology Agriculture (1918), Industry(1917), Services (1918), Commerce (1919)
Projects

Country United Kingdom
Ruler David Lloyd George
Government Social Liberal
Size Huge (5)
Army
Infantry 16 Infantry Divisions (C/1918)
Mobile 3 Armored Divisions (C/1918), 3 Mechanized Infantry (C/1918)
Navy
Capital Ships 2 Carriers (1918), 5 Battleships (1916), 39 Battleships (OB), 6 Battlecruisers (1918), 6 Battlecruisers (OB)
Surface Ships 2 Heavy Cruisers (1917), 14 Heavy Cruisers (OB), 11 Light Cruisers (1918), 36 Light Cruisers (OB), 30 Destroyers (1918), 129 Destroyers (OB)
Submarines 4 Submarines (1918), 28 Submarines (OB)
Air Force
Fighters 3 Interceptor Wings (1919), 3 Interceptor Wings (OB)
Bombers 5 Tactical Bomber Wings (1918)
Economy 31
Agriculture (6) 9
Industry (5) 8
Services (4) 6
Commerce (5) 8
Infrastructure 3 (1.5X bonus)
Education 4 (3 eco/tech/year)
Living Standards 3 (1.5X bonus)
Stability Stable
Technology Agriculture (1919), Industry(1919), Services (1919), Commerce (1919)
Projects London (24/60, 1.25/5)

Country Italy
Ruler Guiseppe di Victorio
Government Communist
Size Medium (3)
Army
Infantry 17 Infantry Divisions (C/OB), 2 Mountaineer Divisions (C/1918)
Cavalry 3 Cavalry Divisions (C/1918)
Navy
Capital Ships 2 Battleships (1912), 3 Battleships (OB), 4 Battlecruisers (1904)
Surface Ships 2 Heavy Cruisers (1910), 1 Heavy Cruiser (OB), 2 Light Cruisers (1917), 2 Light Cruisers (OB), 15 Destroyers (1917), 10 Destroyers (OB)
Air Force
Fighters 3 Interceptor Wings (1918)
Economy 25
Agriculture (5) 8
Industry (4) 6
Services (3) 5
Commerce (4) 6
Infrastructure 3 (1.5X bonus)
Education 5 (2 eco/tech/year)
Living Standards 3 (1.5X bonus)
Stability Dissent
Technology Infantry (1920), Agriculture (1916), Industry(1917), Services (1916), Commerce (1918)
Projects Partito Socialista Italiano (Finished), AIDA (5/15, 0.5/2)

Country Finland
Ruler Marshal Mannerheim
Government Social Conservative
Size Small (2)
Army
Infantry 2 Infantry Divisions (E/1917), 6 Infantry Divisions (C/1917)
Mobile 1 Cavalry Divisions (C/1918)
Navy
Surface Ships 2 Light Cruisers (1914), 6 Destroyers (1914)
Air Force
Bombers 1 Close Air Support Wing (1916)
Economy 12 (+9)
Agriculture 5
Industry (2) 3
Services 4
Commerce (1) 2
Infrastructure 3 (1.5X bonus)
Education 2 (5 eco/tech/year)
Living Standards 2 (no bonus)
Stability Stable
Technology Agriculture (1918), Industry (1918), Services (1918), Commerce (1918)
Projects

Country France
Ruler Raymond Poincare
Government Social Conservative
Size Large (4)
Army
Infantry 28 Infantry Divisions (C/1918), 4 Mountaineer Divisions(R/1918), 1 Paratrooper Division (C/1918)
Mobile 4 Cavalry Divisions (C/1917), 1 Motorized Division (C/1918), 1 Mechanized Division (C/1918)
Navy
Capital Ships 5 Battleships (1913), 7 Battleships (OB), 3 Battlecruisers (1910)
Surface Ships 5 Heavy Cruisers (1905), 12 Heavy Cruisers (OB), 11 Light Cruisers (1910), 7 Light Cruisers (OB), 12 Destroyers (1917), 64 Destroyers (OB)
Submarines 3 Submarines (1918)
Air Force
Fighters 4 Interceptor Wings (1918)
Bombers 5 Tactical Bomber Wings (1918)
Economy (44) 22
Agriculture (9) 14
Industry (6) 12
Services (5) 8
Commerce (5) 10
Infrastructure 4 (2X bonus)
Education 3 (4 eco/tech/year)
Living Standards 3 (1.5X bonus)
Stability Protests (0.5X penalty)
Technology Agriculture (1919), Industry(1919), Services (1919), Commerce (1918)
Projects Riviera (30/30, 1.5/2)

Country Germany
Ruler Friedrich Ebert
Government Left-Wing Radical
Size Medium (3)
Army
Infantry 11 Infantry Divisions (C/1918)
Mobile 4 Cavalry Divisions (R/1917)
Navy
Capital Ships 10 Battleships (1914), 30 Battleships (OB), 8 Battlecruisers (1916), 6 Battlecruisers (OB)
Surface Ships 1 Heavy Cruiser (1906), 8 Heavy Cruisers (OB), 9 Light Cruisers (1918), 27 Light Cruisers (OB), 12 Destroyers (1918), 98 Destroyers (OB)
Submarines 14 Submarines (1918), 23 Submarines (OB)
Air Force
Fighters 3 Interceptor Wings (1918)
Bombers 2 Tactical Bomber Wings (1918)
Economy 34
Agriculture (8) 12
Industry (4) 8
Services (5) 8
Commerce (3) 6
Infrastructure 4 (2X bonus)
Education 4 (3 eco/tech/year)
Living Standards 3 (1.5X bonus)
Stability Dissent
Technology Agriculture (1920), Industry(1919), Services (1918), Commerce (1918)
Projects

Country Argentina
Ruler Hipolito Yrigoyen
Government Left-Wing Radical
Size Medium (3)
Army
Infantry 5 Infantry Divisions (C/1916), 1 Mountaineer Division (R/1916)
Navy
Capital Ships 2 Battleships (1914)
Surface Ships 2 Heavy Cruisers (1915), 6 Light Cruisers (1914), 12 Destroyers (1915)
Air Force
Fighters 3 Interceptor Wings (1916)
Economy 24
Agriculture (10) 20
Industry 4
Services (5) 10
Commerce 6
Infrastructure 2 (no bonus)
Education 2 (5 eco/tech/year)
Living Standards 3 (1.5X bonus)
Stability Dissent
Technology Agriculture (1920), Industry(1914), Services (1914), Commerce (1915)
Projects Technical Schools (0.75/1.5, 6/25) La tela de aranas (0.5/3, 4/18) Helios (0.5/1, 1/3)

Country Canada
Ruler Arthur Meighen
Government Social Conservative
Size Large (4)
Army
Infantry 3 Infantry Divisions (R/1917)
Navy
Surface Ships 1 Heavy Cruiser (1900), 1 Light Cruiser (1900), 2 Destroyers (1900)
Submarines 2 Submarine (1913)
Air Force
Economy 23 (+4)
Agriculture 4
Industry (4) 6
Services 5
Commerce (5) 8
Infrastructure 3 (1.5X bonus)
Education 2 (5 eco/tech/year)
Living Standards 2 (no bonus)
Stability Dissent
Technology Agriculture (1918), Industry(1918), Services (1918), Commerce (1919)
Projects C, eh? N,eh? D, eh? (35/35, 1.25/2.5)

Country Denmark
Ruler Carl Theodor Zahle
Government Social Democratic
Size Small (2)
Army
Infantry 8 Infantry Divisions (C/1916), 2 Infantry Divisions (C/OB)
Navy
Surface Ships 1 Heavy Cruisers (1918), 4 Heavy Cruisers (OB), 5 Light Cruisers (1905), 3 Destroyers (OB)
Submarines 5 Submarines (1918), 6 Submarines (OB)
Air Force
Economy 69
Agriculture (3) 9
Industry (7) 21
Services (8) 24
Commerce (5) 15
Infrastructure 5 (3X bonus)
Education 3 (4 eco/tech/year)
Living Standards 5 (3X bonus)
Stability Stable
Technology Agriculture (1919), Industry(1920), Services (1920), Commerce (1919), Destroyers (1915)
Projects Parity (0.5/5, 13/100), Modernization (10/30, 0.25/1.5)

Country Turkey
Ruler Mustafa Kemal
Government Paternal Autocrat
Size Small (2)
Army
Infantry 2 Infantry Divisions (C/1917), 2 Infantry Divisions (C/1915), 6 Infantry Divisions (M/1915), 2 Infantry Divisions (M/OB), 2 Mountaineer Division (E/1915), 1 Mountaineer Division (R/1915)
Navy
Capital Ships 1 Battleship (1900), 1 Battlecruiser (1912)
Surface Ships 1 Light Cruiser (1904), 2 Destroyers (1909), 2 Destroyers (OB)
Air Force
Fighters 1 Fighter Squadron (1915)
Bombers 1 Tactical Bomber Squadron (1915)
Economy 12 (+4)
Agriculture 5
Industry 4
Services 2
Commerce 3
Infrastructure 2 (no bonus)
Education 1 (10 eco/tech/year)
Living Standards 2 (no bonus)
Stability Stable
Technology Agriculture (1915), Industry(1915), Services (1916), Commerce (1916)
Projects Phoenix (Complete), NPP (1/5, 0.25/2), Oil Pipeline (2/5, 0.25/0.5)

Country Russia
Ruler Emperor Nicholas III
Government Paternal Autocrat
Size Huge (5)
Army
Infantry 1 Infantry Divisions (R/1912), 18 Infantry Divisions (C/1912), 2 Mountaineer Divisions (R/1912)
Mobile 3 Cavalry Divisions (C/1912)
Navy
Capital Ships 4 Battleships (1914), 5 Battleships (OB)
Surface Ships 4 Heavy Cruisers (1917), 5 Heavy Cruisers (OB), 20 Destroyers (1915)
Submarines 5 Submarines (1915)
Air Force
Economy (10) 5
Agriculture (8) 4
Industry (4) 2
Services (4) 2
Commerce (4) 2
Infrastructure 1 (0.5X penalty)
Education 2 (5 eco/tech/year)
Living Standards 1 (0.5X penalty)
Stability Protests (0.5X penalty)
Technology Agriculture (1910), Industry(1912), Services (1912), Commerce (1910)
Projects National Reconciliation (5/15, 0.5/1), National Restoration (5/15, 0.5/1)

Country Fengtien
Ruler Zhang Zuolin
Government Paternal Autocrat
Size Medium (3)
Army
Infantry 12 Infantry Divisions (M/1910), 2 Mountaineer Divisions (R/1912)
Mobile 7 Cavalry Divisions (M/1908)
Navy
Air Force
Economy 6
Agriculture (6) 3
Industry (1) 1
Services (1) 1
Commerce (1) 1
Infrastructure 1 (0.5X penalty)
Education 2 (5 eco/tech/year)
Living Standards 1 (0.5X penalty)
Stability Dissent
Technology Agriculture (1908), Industry(1908), Services (1908), Commerce (1908)
Projects
 
Country Mexico
Army Small
Navy Tiny
Air Force None
Economy Poor
Stability Stable
Technology 1914

Country Cuba
Army Tiny
Navy Tiny
Air Force None
Economy Poor
Stability Stable
Technology 1914

Country Guatemala
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Dissent
Technology 1912

Country El Salvador
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Stable
Technology 1912

Country Honduras
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Stable
Technology 1914

Country Nicaragua
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Stable
Technology 1912

Country Costa Rica
Army Tiny
Navy None
Air Force None
Economy Poor
Stability Dissent
Technology 1914

Country Panama
Army Tiny
Navy None
Air Force None
Economy Poor
Stability Dissent
Technology 1914

Country Columbia
Army Small
Navy Tiny
Air Force None
Economy Poor
Stability Dissent
Technology 1912

Country Venezuela
Army Small
Navy Tiny
Air Force None
Economy Poor
Stability Stable
Technology 1912

Country Ecuador
Army Tiny
Navy None
Air Force None
Economy Poor
Stability Stable
Technology 1914

Country Peru
Army Small
Navy Small
Air Force None
Economy Poor
Stability Stable
Technology 1914

Country Bolivia
Army Small
Navy None
Air Force None
Economy Poor
Stability Dissent
Technology 1912

Country Chile
Army Tiny
Navy Tiny
Air Force None
Economy Poor
Stability Dissent
Technology 1914

Country Paraguay
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Stable
Technology 1912

Country Uruguay
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Stable
Technology 1912

Country Ireland
Army Tiny
Navy Tiny
Air Force None
Economy Poor
Stability Stable
Technology 1916

Country Portugal
Army Small
Navy Small
Air Force None
Economy Poor
Stability Riots
Technology 1915

Country Belgium
Army Small
Navy Small
Air Force None
Economy Average
Stability Dissent
Technology 1917

Country Netherlands
Army Small
Navy Small
Air Force None
Economy Average
Stability Stable
Technology 1919

Country Luxemburg
Army Tiny
Navy None
Air Force None
Economy Poor
Stability Stable
Technology 1918

Country Switzerland
Army Tiny
Navy None
Air Force None
Economy Average
Stability Stable
Technology 1918

Country Austria
Army Tiny
Navy None
Air Force None
Economy Poor
Stability Protests
Technology 1916

Country Norway
Army Tiny
Navy Tiny
Air Force None
Economy Poor
Stability Stable
Technology 1916

Country Sweden
Army Small
Navy Small
Air Force None
Economy Average
Stability Stable
Technology 1917

Country Czechoslovakia
Army Small
Navy None
Air Force None
Economy Poor
Stability Stable
Technology 1914

Country Hungary
Army Small
Navy None
Air Force None
Economy Poor
Stability Riots
Technology 1916

Country Poland
Army Medium
Navy Tiny
Air Force None
Economy Average
Stability Dissent
Technology 1915

Country Yugoslavia
Army Small
Navy Tiny
Air Force None
Economy Average
Stability Dissent
Technology 1915

Country Bulgaria
Army Medium
Navy Tiny
Air Force None
Economy Poor
Stability Stable
Technology 1914

Country Albania
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Stable
Technology 1912

Country Romania
Army Medium
Navy None
Air Force None
Economy Poor
Stability Dissent
Technology 1915

Country Lithuania
Army Tiny
Navy None
Air Force None
Economy Poor
Stability Stable
Technology 1914

Country Latvia
Army Tiny
Navy None
Air Force None
Economy Poor
Stability Stable
Technology 1914

Country Estonia
Army Tiny
Navy None
Air Force None
Economy Poor
Stability Stable
Technology 1914

Country Siberian Regional Government
Army Medium
Navy None
Air Force None
Economy Poor
Stability Protests
Technology 1912

Country Volunteer Army
Army Small
Navy None
Air Force None
Economy Poor
Stability Protests
Technology 1911

Country Semenov
Army Small
Navy None
Air Force None
Economy Poor
Stability Protests
Technology 1914

Country Georgia
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Dissent
Technology 1900

Country Armenia
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Dissent
Technology 1900

Country Azerbaijan
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Dissent
Technology 1900

Country Pontic Greek Republic
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Dissent
Technology 1900

Country Persia
Army Small
Navy Tiny
Air Force None
Economy Poor
Stability Stable
Technology 1910

Country Afghanistan
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Dissent
Technology 1900

Country Arabia
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Dissent
Technology 1900

Country Yemen
Army Tiny
Navy Tiny
Air Force None
Economy Very Poor
Stability Dissent
Technology 1905

Country Nepal
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Stable
Technology 1900

Country Bhutan
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Stable
Technology 1900

Country Siam
Army Small
Navy Tiny
Air Force None
Economy Poor
Stability Stable
Technology 1910

Country Chihli
Army Small
Navy Tiny
Air Force None
Economy Poor
Stability Protests
Technology 1910

Country Fengtien
Army Small
Navy None
Air Force None
Economy Very Poor
Stability Dissent
Technology 1910

Country Anhwei
Army Tiny
Navy Tiny
Air Force None
Economy Very Poor
Stability Dissent
Technology 1910

Country Yen Hsi-shen
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Dissent
Technology 1905

Country Chao Heng-t'i
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Dissent
Technology 1905

Country T'ang Chi-yao
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Dissent
Technology 1905

Country Liu Hsien-shih
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Dissent
Technology 1905

Country Kuomintang
Army Tiny
Navy Tiny
Air Force None
Economy Very Poor
Stability Dissent
Technology 1910

Country Xinjiang
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Dissent
Technology 1905

Country Japan
Army Medium
Navy Medium
Air Force None
Economy Average
Stability Stable
Technology 1917

Country New Zealand
Army Tiny
Navy Tiny
Air Force None
Economy Poor
Stability Stable
Technology 1914

Country Liberia
Army Tiny
Navy None
Air Force None
Economy Very Poor
Stability Stable
Technology 1910

Country Ethiopia
Army Small
Navy None
Air Force None
Economy Poor
Stability Stable
Technology 1905

Country South Africa
Army Small
Navy Tiny
Air Force None
Economy Poor
Stability Stable
Technology 1914
 
Here is the map as of January 1919

attachment.php
 
Australia | Fantasmo
USA | Contempt
Great Britain | germanicus12
Italy | Azale
Greece | LittleBoots
Finland | Reno
France | Tyron
Germany | Das
Brazil | Fëanor
Russian Faction (Soviets) | Captain2
Argentina | Disenfranchised
Russian Faction (Green Army / Ukranian Nationalists) | TheBladeRoden
Canada | j_eps
Denmark | jalapeno_dude
Spain | bombshoo
Turkey | #1 Person
 
USA! USA! USA! Its mine fools (I feel obligated to take it in a Stormy nes) ;)
 
Australia for realz!
 
I appologize, I will have to re-do the technology rules, the old tech tree would not be easily adoptable to the new time frame. Now, other than that everything is good. When I have enough players I will make the PC stats and NPC stats (NPC stats being much less extensive). Welcome Contempt and fantasmo
 
I will take Great Britain.
 
I'm Hungary for a nation. Yeah yeah yeah, another hungry joke, but what are you really going to do :]
 
Greece is mine.
 
If anyone has any ideas on how I should do research please let me know, if not I will come up with something tomorrow
 
I'll take France if thats ok.
 
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