The Boundless World NES: The United Divided (IC Thread)

Domofuhrer

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[size=+3]The Boundless World (TBW): The United Divided[/size]
[size=+2]The New American Century[/size]

**********

PLEASE READ ALL OF ME FIRST!


Introduction:

Imagine a world where the United States of America collapsed from internal pressure after years of war, economic disaster, and nationalist sentiment. The Boundless World is a new NES developed on the core concept of the entire NES revolving around a much smaller map focusing on the (former) United States of America and Canada. In TBW, the game map consists of some sixty nation-states, all of them independent American and Canadian cities, provinces, states and territories. Each player may take up one of these nations and craft it according to his whim and pitting his land against his neighbors in a bid for domination of all that comprises the former United States of America.

The “World” as far as the game is concerned, is composed solely of the lands shown on the official game map. Later additions with introduce Mexico, the Caribbean, Central America, and so on until the entire world is up for grabs. There is no set timetable for map expansion at this time. The world outside of the map does not exist, at least in the eyes of the American people at this time: the world has its own problems on their doorstep. For the moment, contact between the North American continent and the rest of the world is impossible.

There is no driving force of canon to restrain players, though realism will be maintained. Unless something extremely drastic occurs, the Fantastic Four will not battle Doctor Doom in the Bronx, but the secret police might happily bulldoze a neighborhood of orphan nuns to make way for a new concentration camp in rural Alabama. Use your imagination when crafting your nation and your leaders. Be interesting. Be entertaining. Just don’t be a dumbass.

On the realism of government, each nation has a base belief that is as obvious as the sun in the sky. The default setting for North American nations is a base commitment to democracy, believing that all citizens are born equal. You can change your government to whatever you want - fascist dictatorship, eco-friendly hippie commune, technocratic police state, whatever - but a stable government must have a history to justify it. So the more radical government you want, the more you have to work for it with newspaper articles, stories, diplomatic communiques with other nations, etc.

Time in TBW is measured in 'years'. Each 'Year' is 16 In Real Life (IRL) days, or just over two weeks. Each 'Year' is split into 4 'Seasons' (Winter, Spring, Summer, Fall). These Seasons are important for wars, described in detail below.

Players are the core of TBW. However, to play in TBW is a privilege, not a right. Those who cheat, dishonor themselves, the players and the game will be evicted. Those who cooperate, are active and obey the benevolent rulings made are guaranteed to enjoy their experience in playing TBW.

United the Continent and bring America back to its former glory in The Boundless World: The United Divided!


Economics:

A new method of statistics will determine the ranking and capabilities of players in the TBW universe. Instead of levels and points, each country will have a Gross Domestic Product. Every player will do what is called a Budget. Budgets allocate resources within a country.

The great German panzer general Heinz Guderian once said "The most important weapon of a panzer is the engine". And the economy is the most important part of your nation. Without a strong economy you cannot field a strong defense of your nation, and will be trampled on by those who do have a strong military and a strong economy to support their military ventures.

The economies of TBW are based upon 1current GDP statistics for American and Canadian states/provinces, available from wikipedia. $1 is equivalent to one billion US dollars and is the currency of the game. Each nation in the game has a budget. Budgets are Private-Messaged (PM) to me every year. Player nations must have a budget done yearly by their players; otherwise the nation reverts to Non-Player Country (NPC) status. Please remember to round all fractions to a whole number.

As large as some of the budget figures are, a nation will find itself with many things to spend it's money on.

Budgets, which show what you spend, are basic and take no more than a few minutes to write. They consist of several parts:

Bureaucracy is the money a you can spend to pay for roads, customs barriers and civil servant salaries, amongst other things. Bureaucracy consumes 10% of your budget, however though one can allocate more, one cannot allocate less. A nation's civil servants would rather scrap military units before taking a hit in their paychecks.

Social Spending is the money spent on schools, hospitals, parks, etc. These are the bread and circuses for your populace, and higher social spending will mollify your populace as they will concentrate more on issues such as free health care than you latest build-up of tank divisions. Social Spending consumes 10% of your budget and though you can always spend more, you can never spend less. Low social spending will see your populace riot, revolt, and even cause a revolution that will see you kicked out of your nation permanently, with no reprieve. Do not underestimate the people’s desire to have their welfare checks and food stamps in the mail on time.

Internal Security is the money you spend on guarding military bases, research institutes and funding your covert operatives keeping spies out of your nation. There is no base limit for Internal Security spending but the average and recommended amount is 10%. The lower the amount spent on Internal Security, the more vulnerable your nation is to enemy missions done inside your territory.

Technology spending works as a pool. You can research technology projects whenever you like, though it is always advisable that you always research something every year. You can space out the costs of researching technology over several years by a reasonable amount - reasonable being defined on a case-by-case basis. There is no minimum amount to pay to begin researching a technology. Technology projects are dependant on your economy size. For more information, look up the section further down on Technology. There is no minimum level for technology research. Technology projects allow you either access to specific military units, growth increases or other similar benefits.

Military spending varies on the size of a nation's military. A lot of military units will drain your economy of funds that may be needed in Social Spending or in Technology. But too small a military will mean your neighbors could walk over you and take your population and technology.
Military spending is divided into three forms - Upkeep, Purchases and Upgrades.
* Upkeep: Military units must be maintained first before new military units can be built or existing units upgraded.
* Purchases: This represents the growth in military strength in numbers and equipment. The specific costs of military unit purchases and upkeep are listed below in the Technology section.
* Upgrading: When upgrading a unit, the nation does not pay the maintenance for that unit in the year it is being upgraded. Instead the player purchases the new unit at full cost. While being upgraded, the old unit is still there in its existing form. Upgrading takes a whole year to complete.

Reconstruction is the money your government must spend to rebuild conquered or reconquered territories. This is the money that goes into clearing rubble, getting utilities running, repairing roads and erecting buildings. Once this sum is paid off, you will receive a boost in raw economic growth to be added to your economy permanently. The cost of reconstruction varies on how badly it was damaged: a nation that had only a few tank battles occur would have very few reconstruction costs, while a nation that was heavily destroyed in nuclear warfare would have a lot more.

Reinvestment is what makes your economy grow. This is a pool - generally money left over from the above resource-sucking bureaus. Reinvestment is money put into a pool, much the same way money is deposited into a bank. The following year, that pool is replaced by a figure devised by multiplying the Reinvestments by the percentage. So if Michigan reinvests $100 and receives a 10% growth rate, then their economy has grown by $10. If it has grown by 15%, then Michigan has grown by $15. Reinvestment percentages apply ONLY TO REINVESTMENT, not the whole economy, and though it seems demeaning to embolden that statement, there are always a few who figure out their economic growth otherwise.

Ill-Gotten Gains represents the value of a territory you have seized or taken control of, one way or another. It is added directly to your economy. These Ill-Gotten Gains could range from stolen gold, to conquered territories, to merging states.

Here is an example of a Budget:


Fiscal Budget of the Republic of Quebec

Economy 2001: $280
Growth 2002: 20%
Reinvestments 2001: $100

Economy 2002: $300 ([$100 * 20%] + $280)

Bureaucracy: $30 (10%)
Social Spending: $30 (10%)
Internal Security: $30 (10%)
Technology: $75
Defence: $60
Reinvestments: $75
Other: $0

Technology: $75
2000: Mechainized Infantry
2001: Artillery I
2002: Superhighways ($75/$75)

Defence: $60

Maintenance: $36
4 Mechanised Infantry Divisions: $8
4 Special Forces Units: $8
5 Fighter I Wings: $5
5 Attack Boats: $15
Procurements: $24
6 Artillery I Divisions: $24
Upgrades: $0

Other: $0



It is not surprising to state that nations often at war will receive low growth rates while peaceable nations that work with their neighbors, rather than killing them, will have higher growth rates. It's as simple as that. However nations that are peaceable run the risk of becoming lazy, lethargic and focus too much on social affairs rather than defense. There is no ‘right’ way to run a nation, but acommon measure of success is the balance between the needs of the Military and the needs of the Economy.

The baseline economic growth is (20%), and can be raised and lowered through a variety of methods, with civilian technology research and war being the most common methods.

This is the value of the North American economy at the start of the game:

California: $1,000
Texas: $1,000
Florida: $750
Illinois: $500
Ontario: $500
Los Angeles: $500
New York City: $500
New York State: $500
Pennsylvania: $500
Ohio: $450
New Jersey: $450
Michigan: $400
Georgia: $350
Virginia: $350
North Carolina: $350
Massachusetts: $350
Quebec: $300
Washington: $250
Maryland: $250
Indiana: $250
Minnesota: $250
Tennessee: $250
Colorado: $200
Arizona: $200
Alberta: $200
Wisconsin: $200
Missouri: $200
Connecticut: $200
British Columbia: $175
Louisiana: $175
Alabama: $150
Oregon: $150
Kentucky: $150
South Carolina: $150
New Hampshire-Maine-Vermont: $125
Oklahoma: $125
Iowa: $100
Nevada: $100
Kansas: $100
Utah: $100
Arkansas: $75
Saskatchewan-Manitoba: $75
District of Columbia: $75
Mississippi: $75
Maritime Provinces: $75
Nebraska: $75
New Mexico: $75
Montana-Wyoming: $75
Delaware: $50
Dakota: $50
Hawaii: $50
West Virginia: $50
Idaho: $50
Alaska-Northern Canada: $50
Rhode Island: $50

This is the map of North America:
Spoiler :
tbwstart2010lf0.gif


If you want to make a nation claim, do so in the othr thread, the OOC thread. Any claim in this thread will be ignored!


War

When declaring war on someone, have a plausible explanation - cutting off your oil, assassinating your leader, invading your borders, etc. Do not just roll over the border just because you feel like it, otherwise your populace will become disenchanted with having a madman as leader. And if you are just invading someone because you feel like it, have a plausible “excuse”, real or not.

When putting up orders, organize your divisions, wings and ships into Armies, Air Corps and Fleets. The Moderator dislikes dealing around with individual divisions, wings and ships, especially if there are dozens of them to mod. It is also best to list where your troops are coming from, and where they will be in a few weeks time. The Moderator cannot guarantee personally that intricate plans will be followed through, especially if the moderations are done at some ungodly hour of the night. The Moderator prefers orders that fully list all units involved (even the fractions) and put down the brief of your orders in bullet-point form - it takes hours to write up moderations, and in a major war that is time the Moderator does not have. When writing orders, account for every unit every time in every season.

Orders should be sent to the Moderator via Private Message– the Moderator will ignore orders sent to him by any other way – and battle moderations are (usually) done every three or four In Real Life days. The scale of time is that of seasons of the year (Winter, Spring, Summer, Fall) and gives you the time to think of new tactics and strategy without having to slow the game down with ‘bullet time’.

This is an example order template for sending military orders:

[size=+2]Operation: Template[/size]

Précis: To provide a template set of orders for others to use.

Location: Examplestan, eastern quarter.
Season: Game Season this operation is to take pace.

Forces in Use:
* First Group
1 Infantry Division
1 Armor II Division (Reinforcements)
1 Special Forces Unit
* Second Group
1 Light Infantry Division (Nation One)
1 Light Infantry Division (Nation Two)
2 Artillery II Divisions
* First Air Group
3 Stealth Fighter Wings
1 Bomber Wing
* Second Fleet
2 Light Ship I Fleets
1 Attack Submarine I Pack
1 Carrier
* Misc.
3 Cruise Missiles

Orders:
* First Group is to head to the capital from the city of Templateville. If resistance is light, the capital is to be occupied and aid distributed. If the resistance is heavy, air cover will have to be called in and bombard the town while skirting the capital and attacking it from all sides.
* Second Group will head east and west of the capital from Etcetera, providing two locations for the Artillery to bombard the capital
* First Air Group will achieve air superiority from air bases in home territory at Borderposttown. If this is achieved, it will then assault the capital for the ground forces to move in. Air superiority must be achieved first.
* Second Fleet will blockade the capital from the sea to the north, sailing out from Port City. The carrier's air planes will assist First Air Group in achieving air superiority.

Special Notes: If resistance is heavy, 3 Cruise Missiles will be used against the capital to hit at infrastructure and troop concentrations. They will be fired from the missile bases in Missiletown.

**********​

Note several things here:
* The total number of units and types of units are clearly labeled and all in one spot.
* The orders given have direction - a place where the units are coming from, and a place where they are going to.
* Larger groupings such as Armies, Groups and Fleets have the units correctly numbered with type and quantity. Units of different nations and reinforcements regardless of nationality in a Group are listed on separate lines.
* The main point is sharp and succinct. If you can't get the main point across in one sentence, you might need more than one group to do it.
* Generals do not give ultra-specific orders. Your commanders at divisional level are not idiots that need to be looked after. They are trained to lead and make their own decisions. You are the Grand Strategist looking at the Big Board, not the grunt on the ground.
* If more than one country is contributing units, or if it is an alliance war, try to have ONE PERSON do ONE SET OF ORDERS for the whole alliance.
* Orders for war moderations MUST be PM’d to the moderator.
* PROOFREAD YOUR ORDERS. While typos, grammatical mistakes, or spelling errors won’t in themselves hurt your efforts, such things can lead to inconsistency, confusion, or misleading directions in your orders, which could lead to your forces doing unintended things or being more inefficient.

Remember:
* List all units and their specific type
* Be short and to the point. What happens in-between is my job, not yours
* Alliances should have one Supreme Commander
* Orders must be submitted by PM
* Orders should be on time.


Nuclear Weapons are a weapon that can be used at great political and strategic cost. In the later stage of the game it is likely that many nations will have an arsenal of nuclear weapons. Nuclear weapons can obliterate entire cities, small countries, and millions of people. Because of the destructive power of these weapons, the Moderator has the ultimate decision of allowing their use on whatever target is designated. The use of nuclear weapons on an unprovoked opponent is a terrible crime against humanity, and may see your regime toppled. Nuclear weapons are often used as the Doomsday Weapon of Last Resort when one's back is to the wall, or as the ultimate weapon of war intending to wipe out an enemy in one fell swoop. Consult the Moderator about nuclear weapon use if you have any questions.
 
[size=+3]Economic Technologies[/size]

Economic technologies are researched to improve your nation's growth rate. Pay the required cost, figured as a percentage of your economy, and the effects of the technology will begin next year.
For instance, if Texas with its $1,000 economy wanted to research Superhighways (25% cost), Texas would have to pay $250. If New York City were to research the same technology with it's $500 economy, it would pay $125.
The more economic technologies a nation has, the more economically-advanced that nation is.

You can research as many technologies as you can afford. You must finish your first technology - pay for every cent - before you begin your second.


High-Speed Railways
Cost: 25% of economy
Prerequisite: None
Description: Specially-designed railways that transport your citizens to where they need to go fast.

Bullet Trains
Cost: 25% of economy
Prerequisite: High-Speed Railways
Description: Specially-designed railways that run the famous Bullet Train from Japan, capable of running faster than 300 miles per hour.

Maglev
Cost: 25% of economy
Prerequisite: Bullet Trains
Description: The trains of the future, using maglev frictionless technology. The ultimate in train comfort and speed.


Superhighways
Cost: 25% of economy
Prerequisite: None
Description: Repairs and improves the former Federal superhighways.

Express Highways
Cost: 25% of economy
Prerequisite: Superhighways
Description: Gets your citizens in their cars where they need to go faster than ever before.

Automated Highways
Cost: 25% of economy
Prerequisite: Express Highways
Description: Using new automobile robotic technology, Automated Highways take driving out of human hands, allowing cars to reach phenomenal speeds.


Container Ships
Cost: 25% of economy
Prerequisite: None
Description: The workhorses of international commerce, Container Ships connect your nation to the world.

RO-RO Transports
Cost: 25% of economy
Prerequisite: Container Ships
Description: The new generation of Container Ships that load and unload much quicker than before.

High-Speed Vessels
Cost: 25% of economy
Prerequisite: RO-RO Transports
Description: The ultimate in naval logistics, gets your goods to foreign ports within weeks, not months.


Commercial Aircraft
Cost: 25% of economy
Prerequisite: None
Description: A state-sponsored and supported commercial airliner.

Supersonic Aircraft
Cost: 25% of economy
Prerequisite: Commercial Aircraft
Description: The legacy of Concord lives on with Supersonic Aircraft. Crossing the Continent never became easier.

Hypersonic Aircraft
Cost: 25% of economy
Prerequisite: Supersonic Aircraft
Description: The king of the commercial airways, Hypersonic aircraft travel through lower space to cross the Continent in mere moments.


Coal and Oil Power
Cost: 25% of economy
Prerequisite: None
Description: Build these power plants to fuel economic growth in your nation.

Nuclear Power
Cost: 25% of economy
Prerequisite: Coal and Oil Power
Description: A cleaner method of producing much-needed electricity.

Pebble-Bed Fission Reactors
Cost: 25% of economy
Prerequisite: Nuclear Power
Description: Boost your nuclear power with the latest in nuclear power technology.


Commercial Satellites
Cost: 25% of economy
Prerequisite: None
Description: Maintain the many commercial satellites necessary for day-to-day communication.

Broadband Internet
Cost: 25% of economy
Prerequisite: Commercial Satellites
Description: Bring your country into the Information Age with Broadband Internet.

Personal Supercomputer
Cost: 25% of economy
Prerequisite: Broadband Internet
Description: Fuel the Information Economy with the latest advances in commercial computers.


Pesticides
Cost: 25% of economy
Prerequisite: None
Description: Keep your fields and orchards pest-free with Pesticides.

Urban Agriculture
Cost: 25% of economy
Prerequisite: Pesticides
Description: Grow additional food in controlled greenhouses and aquaculture farms.

Genetically-Modified Food
Cost: 25% of economy
Prerequisite: Urban Agriculture
Description: Produce tomatoes with fish genes to feed your growing population.


Advanced Construction Methods
Cost: 25% of economy
Prerequisite: None
Description: Improve your city's architecture with Advanced Construction Methods.

The City of Tomorrow
Cost: 25% of economy
Prerequisite: Advanced Construction Methods
Description: With new methods of thinking about cities, improve the urban landscape.

Arcologies
Cost: 25% of economy
Prerequisite: The City of Tomorrow
Description: Create the vertical cities of science fiction with Arcologies, capable of housing tens of thousands in a small space.
 
[size=+3]Military Technologies[/size]

Military technologies are researched to improve your nation's military capabilities. Pay the required cost, figured as a percentage of your economy, and the effects of the technology will begin next year.
For instance, if Texas with its $1,000 economy wanted to research Armor II (20% cost), Texas would have to pay $200. If New York City were to research the same technology with it's $500 economy, it would pay $105.
The more military technologies a nation has, the more militarily-advanced that nation is.

You can research as many technologies as you can afford. You must finish your first technology - pay for every cent - before you begin your second.


[size=+2]ARMY Units[/size]

National Guard
Cost: None (Moderator-determined)
Prerequisite: None
Unit Procurement Cost: $0
Unit Upkeep Cost: $0
Description: Your patriotic citizens armed with whatever is at hand. If all you have left is the poorly-armed National Guard, it will be a good idea to ask for peace terms.

Infantry Division
Cost: None
Prerequisite: None
Unit Procurement Cost: $2
Unit Upkeep Cost: $1
Description: The basic Infantry division of the Army. Weak and only good for holding ground and cities.

Mechanized Infantry
Cost: 20% of economy
Prerequisite: Infantry Division
Unit Procurement Cost: $4
Unit Upkeep Cost: $2
Description: Mechanized Infantry are better, more powerful, and faster than Basic Infantry

Heavy Infantry
Cost: 20% of economy
Prerequisite: Mechanized Infantry
Unit Procurement Cost: $6
Unit Upkeep Cost: $3
Description: Heavy Infantry are great in battle, defending and attacking ground alongside armor.

Future Warrior
Cost: 20% of economy
Prerequisite: Heavy Infantry
Unit Procurement Cost: $10
Unit Upkeep Cost: $5
Description: Future Warriors are the future of warfare, with advanced rifles, body armor, and battle tactics. A fearsome foe.

Marines
Cost: 20% of economy
Prerequisite: Basic Infantry
Unit Procurement Cost: $6
Unit Upkeep Cost: $3
Description: Marines are a necessary unit for amphibious sea-borne invasions. Requires Sea transports to any coastline.

Airborne Cavalry
Cost: 20% of economy
Prerequisite: Basic Infantry
Unit Procurement Cost: $6
Unit Upkeep Cost: $3
Description: Airborne Cavalry are infantry in helicopters that can rush from battle to battle.

Special Forces
Cost: None
Prerequisite: None
Unit Procurement Cost: $4
Unit Upkeep Cost: $2
Description: Special Forces are used to infiltrate the enemy, assassinate leaders and generals, destroy hidden nukes, hunt down partisans, and other dirty tasks.

Commandos
Cost: 20% of economy
Prerequisite: Special Forces
Unit Procurement Cost: $10
Unit Upkeep Cost: $8
Description: The Commando Unit is a super-Special Forces Unit, with the best of the best becoming Commandos. One per nation.

Armor I
Cost: None
Prerequisite: None
Unit Procurement Cost: $4
Unit Upkeep Cost: $2
Description: Armor I is the basic armor division. Use armor to smash infantry on flat terrain.

Armor II
Cost: 20% of economy
Prerequisite: Armor I
Unit Procurement Cost: $6
Unit Upkeep Cost: $3
Description: Armor II are stronger than Armor I and are also faster and pack a bigger battlefield punch.

Armor III
Cost: 20% of economy
Prerequisite: Armor II
Unit Procurement Cost: $10
Unit Upkeep Cost: $5
Description: Armor III represents the latest in armored warfare technology, creating the true battlefield king.

Artillery I
Cost: None
Prerequisite: None
Unit Procurement Cost: $4
Unit Upkeep Cost: $2
Description: The basic artillery unit of the game. Great for pummeling fortresses and cities.

Artillery II
Cost: 20% of economy
Prerequisite: Artillery I
Unit Procurement Cost: $6
Unit Upkeep Cost: $3
Description: Self-propelled howitzers that can accurately target the enemy miles away and over the horizon.

Artillery III
Cost: 20% of economy
Prerequisite: Artillery II
Unit Procurement Cost: $10
Unit Upkeep Cost: $5
Description: These rocket artillery units send waves of destruction upon the enemy's head.

Titan Walker
Cost: 20% of economy
Prerequisite: Armor III, Artillery III
Unit Procurement Cost: $20
Unit Upkeep Cost: $12
Description: The ultimate battle tank, the Titan Walker crushes everything underfoot. Doubles as both the next-generation battlefield armor and city-bombarding artillery.


[size=+2]AIR FORCE Units[/size]

Fighter I
Cost: None
Prerequisite: None
Unit Procurement Cost: $2
Unit Upkeep Cost: $1
Description: The basic fighter unit used by your Air Force.

Fighter II
Cost: 20% of economy
Prerequisite: Fighter I
Unit Procurement Cost: $6
Unit Upkeep Cost: $3
Description: A better range of fighters that can attack land/sea and air targets.

Stealth Fighter
Cost: 20% of economy
Prerequisite: Fighter II
Unit Procurement Cost: $10
Unit Upkeep Cost: $5
Description: The latest line of stealth fighters capable of blowing up anything quickly and stealthily.

Bomber
Cost: None
Prerequisite: None
Unit Procurement Cost: $6
Unit Upkeep Cost: $3
Description: The basic Bomber unit of your Air Force. Great for use against cities.

Stealth Bomber
Cost: 20% of economy
Prerequisite: Bomber I, Stealth Fighter
Unit Procurement Cost: $12
Unit Upkeep Cost: $6
Description: The Stealth Bomber can hit any city with impunity and is very difficult to stop.

Attack Helicopter
Cost: 20% of economy
Prerequisite: None
Unit Procurement Cost: $6
Unit Upkeep Cost: $3
Description: The basic Attack Helicopter unit. Great for taking out tanks, artillery, and partisans.

Stealth Helicopter
Cost: 20% of economy
Prerequisite: Attack Helicopter, Stealth Fighter
Unit Procurement Cost: $10
Unit Upkeep Cost: $5
Description: Stealth Helicopters are masters of the battlefield, capable of blowing up enemy units with near-impunity.


[size=+2]NAVY Units[/size]

Attack Boats
Cost: None
Prerequisite: None
Unit Procurement Cost: $5
Unit Upkeep Cost: $3
Description: Attack Boats are a small fleet of small ships that patrol rivers, coastlines, and shallow waters.

Light Ships I
Cost: None
Prerequisite: None
Unit Procurement Cost: $10
Unit Upkeep Cost: $6
Description: Light Ships I are the basic Destroyers, Cruisers, and small ships necessary to protect the coastline and larger Battleships and Carriers. They are the basic Naval unit of choice.

Light Ships II
Cost: 20% of economy
Prerequisite: Light Ships I
Unit Procurement Cost: $15
Unit Upkeep Cost: $10
Description: Light Ships II are more advanced Destroyers, Cruisers and other small ships, capable of attacking any other ship small or large effectively.

Attack Submarines I
Cost: None
Prerequisite: None
Unit Procurement Cost: $10
Unit Upkeep Cost: $6
Description: Attack Submarines are a wolfpack of submarine craft that are good at raiding and sinking surface craft and other submarines.

Attack Submarines II
Cost: 20% of economy
Prerequisite: Attack Submarines I
Unit Procurement Cost: $15
Unit Upkeep Cost: $10
Description: Attack Submarines II are a wolfpack of advanced submarines that can travel thousands of miles underwater and attack with ease.

Battleship
Cost: 20% of economy
Prerequisite: Light Ships I
Unit Procurement Cost: $15
Unit Upkeep Cost: $10
Description: Battleships are mobile missile platforms that fire a volley of missiles and their giant guns at the enemy's shipping and coastlines. Difficult to destroy without decent air power.

Carrier
Cost: 20% of economy
Prerequisite: Light Ships I
Unit Procurement Cost: $15
Unit Upkeep Cost: $10
Description: The Carrier is Queen of the Seas, and provides a base for 1 Fighter Wing to fight missions far out to sea. Difficult to destroy if protected well with Light Ships. Carrier does not come with Fighter Wing.

Ballistic Missile Submarine
Cost: 20% of economy
Prerequisite: Attack Submarines I, Nuclear Missiles
Unit Procurement Cost: $20
Unit Upkeep Cost: $14
Description: The Ballistic Missile Submarine lies hidden in the ocean, providing an invisible base to launch your nuclear missiles from with a great deal of surprise. The true terror of the deeps.


[size=+2]Transports[/size]

Air Transports
Cost: None
Prerequisite: None
Unit Procurement Cost: $2
Unit Upkeep Cost: $1
Description: Air Transports can transport 1 Division of Infantry or Armor/Artillery to a friendly airbase per season.

Sea Transports
Cost: None
Prerequisite: None
Unit Procurement Cost: $2
Unit Upkeep Cost: $1
Description: Sea Transports can transport 1 Division of Infantry or Armor/Artillery to a friendly port per season.

[size=+2]Military Buildings[/size]

Fortresses
Cost: None
Prerequisite: None
Unit Procurement Cost: $5
Unit Upkeep Cost: $0
Description: Fortresses provide a defense area for your troops to rally around and defend against the enemy. Very hard to defeat without artillery, cruise missiles, and bombers.

Missile Base
Cost: 10% of economy
Prerequisite: None
Description: Allows you to establish missile silos around your country. Necessary for building and launching missiles.


[size=+2]MISSILES & NUKES[/size]

Cruise Missiles
Cost: 20% of economy
Prerequisite: Missile Base
Unit Procurement Cost: $1
Unit Upkeep Cost: $0
Description: Cruise Missiles are cheap, efficient, and great for hitting cities, tanks, and fortresses. Can be fired from Bombers, Battleships, and your Missile Base.

Manhattan Project
Cost: 100% of economy
Prerequisite: None
Description: Allows you to produce nuclear weapons. The necessary prerequisite for Nuclear Missiles.

Nuclear Missiles
Cost: 40% of economy
Prerequisite: Cruise Missiles, Manhattan Project, Rocket Base
Unit Procurement Cost: $10
Unit Upkeep Cost: $5
Description: Nuclear Missiles are the ultimate weapon in the game, capable of obliterating entire cities with one missile. Can be fired from a Missile Base or from a Ballistic Missile Submarine.


[size=+2]SPACE Warfare[/size]

Military Space Flight
Cost: 20% of economy
Prerequisite: Cruise Missiles
Description: Allows you to start militarizing space.

Spy Satellites
Cost: 20% of economy
Prerequisite: Military Space Flight
Unit Procurement Cost: $2
Unit Upkeep Cost: $1
Description: Get your eyes in the sky to focus on enemy troop movements, missile bases, and other secret stuff the enemy Doesn't Want You To Know.

Orbital Cannon
Cost: 40% of economy
Prerequisite: Military Space Flight, Stealth Bomber
Unit Procurement Cost: $20
Unit Upkeep Cost: $15
Description: The Orbital Cannon fires a massive charge of energy to the Earth, obliterating everything within a wide area - making Bombers obsolete in one fell swoop. One per nation, and one shot per season.

Anti-Space Missiles
Cost: 20% of economy
Prerequisite: Military Space Flight
Unit Procurement Cost: $5
Unit Upkeep Cost: $1
Description: Anti-Space Missiles are designed to attack Spy Satellites and Orbital Cannons. Several may be needed to attack an Orbital Cannon due to its advanced laser defences.
 
[size=+2]Please Post in the OOC thread FIRST![/size]

I will not accept any nation claims made in this thread. OOC Thread, OOC Thread, OOC Thread!

********************​

[size=+2]Timetable[/size]

2015
7th March: January (WINTER SEASON BEGINS!)
8th March: Early February
9th March: Late February
10th March: March (Winter orders due by now)

11th March: April (SPRING SEASON BEGINS!)
12th March: Early May
13th March: Late May
14th March: June (Spring orders due by now)

15th March: July (SUMMER SEASON BEGINS!)
16th March: Early August
17th March: Late August
18th March: September (Summer orders due by now)

19th March: October (FALL SEASON BEGINS!)
20th March: Early November
21st March: Late November
22nd March: December (Fall orders due by now)



2016:
25th March: January (WINTER SEASON BEGINS!)
26th March: February
27th March: March (Winter orders due by now)

28th March: April (SPRING SEASON BEGINS!)
29th March: Late May
30th March: June (Spring orders due by now)

31st March: July (SUMMER SEASON BEGINS!)
1st April: Late August
2nd April: September (Summer orders due by now)

3rd April: October (FALL SEASON BEGINS!)
4th April: Late November
5th April: December (Fall orders due by now)
 
This post covers the Military Spending Spree, or "MSS". The MSS is a line of credit that all nations receive on the first turn. It is used to purchase a standing army. This army 'exists' 'before the game', so that on the very first day you have troops standing around protecting your bases and cities and such.

Each nation receives a same proportion of the MSS to spend. Each nation can spend a line of credit equal to 40% of their economy on their MSS. For instance, Kansas with its $100 economy can spend up to (but not more than) $40 on buying a standing military. Minnesota ($250 economy) can spend $100 on its MSS.

This is the list of MSS for the following players and their nations:
California: $400 - Kurt Fenreer
Texas: $400 - germanicus12
Florida: $300 - TerrisH
Ontario: $200 - Hodad
Los Angeles: $200 - Valleron
New York City: $200 - ChiefDesigner
Ohio: $180 - Rukhage
New Jersey: $180 - Shadowbound
Michigan: $160 - MadDogofMI
Virginia: $140 - Adrogans
Quebec: $120 - Lord_Iggy
Washington: $100 - mohfe
Colorado: $80 - j_eps
Wisconsin: $80 - TheBladeRoden
Utah: $40 - Anotheruser
Saskatchewan-Manitoba: $30 - Niklas
Maritime Provinces: $30 - Warp Factor One
Hawaii: $20 - Abaddon
Alaska-Northern Canada: $20 - Fulton
Rhode Island: $20 - Baron Necrotech

Stuff You Can Spend Your MSS On
Infantry Divisions: $2 each
Special Forces Units: $4 each
Armor I: $4 each
Artillery I: $4 each
Fighter I: $2 each
Bomber: $6 each
Attack Boats: $5 each
Light Ships I: $10 each
Attack Submarines: $10 each
Air Transports: $2 each
Sea Transports: $2 each
Fortresses: $5 each

You can spend no more than the amount you were given.
You can always spend less than your allocated amount, but never more.

Please show me what you bought with your MSS in a special note at the bottom of your budget for this year.

If you have any questions, do not hesitate to ask me.


An Example MSS

Missouri MSS: $80
8 Infantry Divisions: $16
2 Armor I Divisions: $8
2 Artillery I Divisions: $8
6 Fighter I Wings: $12
2 Bomber Wings: $12
2 Attack Boats: $10
2 Air Transports: $4
2 Fortresses (St Louis, Kansas City): $10
Total: $80


Tailor your MSS to your situation. If you are in the middle of the continent with hardly any coastline, don't bother with naval units - focus on tanks and bombers. If you're out in the middle of the ocean, focus on air power and naval units.

The choice is yours.
 
Prime Minister Gilles Duceppe of La Republique Souverain du Québec celebrates Québec's national independence and will be working to ensure that this state of existence remains, for the advancement and prosperity of the Québecois.
 
[size=+2]A Brief History of the Former United States and Canada[/size]

(WARNING: Lameness follows. The history is only for reference, and is not fiercely canon. Look to the future, not the past! Not necessary to read this)

The United States won the Cold War against the Soviet Union at an exceptional cost. For the victor, the victory was necessary to preserve freedom and democracy, but at a financial cost. The United States went from the world's greatest lender to the world's greatest debtor. By the early 21st century the United States owed several trillion dollars to various lenders, primarily in Asia and Europe. The stress of fighting the War on Terrorism and poor financial management in American governance continued to increase the debt to an unprecedented level.

Social tensions within the United States and Canada were exaggerated by the new society that was forming. Political dissatisfaction was at its highest levels in the late 2000's. President Clinton's efforts to invade Iran showed that Americans had no control over the politicians they elected, and voting numbers plummeted year after year. With the mainstream out of politics, extremists found it much easier to control the political environment: the teaching of evolution was outright banned in Southern states despite Supreme Court orders that were ignored, mosques and churches were bombed by domestic terrorists while local police were helpless to arrest local dissidents, and the ghettoes of America's major cities became hotbeds of organised crime that rivalled local authorities in power.

The transfer of the oil economy from the US dollar to the EU Euro was the final straw for the collapse of the American superpower. Private bank failures in China, caused by widespread corruption, triggered a financial crisis across Asia that spread to the American and European markets like a virus. The United States could not fulfil the debts that the world community demanded of it. Dissatisfied with the social and political organisation of the decrepit and fossilising American Government in Washington D.C. - and discovering that no state that seceded from the Union was obliged to cover for debts made by the 'United States of America', the largest states of California, Texas, New York and Illinois left the Union with no resistance from Washington. In one fell swoop the other states of the Union left Washington D.C.'s control.

With the American military preoccupied in Iraq, Iran, Afghanistan and Syria, the overextended military could not keep the Union together. Some of the smaller states banded together in a union on their own terms to maintain unity. other states such as California and New York continued to split apart as urban and rural officials bickered over how their new nation-state was to be organised.

Canada's unfortunate experience largely mirrored the United States. For decades pro-independence Quebecois have desired their own nation-state, and with the world economy collapsing and the American superpower imploding, the Federal Government in Ottawa remained impotent to stop Quebecois-, Westerner-, and finally Ontario-independence movements.

The current year is 2015. The world is in chaos, with the rest of the non-North American world out of commission. Forge a new destiny for the North American continent and bring back the lands of America into the position of World Leader.
 
500px-Flag_of_Rhode_Island.svg.png

The Republic of Providence and Surrounding Plantations​

Capital: Providence
Government: Democratic Republic, in reality a corporate and mafia oligarchy
Leadership: Chairman Vincent "Buddy" Cianci
Major Companies: Textron, Electric boat
Major industries: Shipbuilding, Fisheries, Power generation

Brief description

Well known as one of the smallest nations in the Americas, The Providence Republic has a long history, being the first declared independent nation in the Americas lead by Chairman Cianci.

Surrounded by neighbors that far outweigh it, Providence has fought a few minor border skirmishes with nearby states but has not had any serious disputes for years.

A trading center, Providence enjoys relative economic prosperity due to it's extensive sea industries and shipping firms. Another source of income is the states extensive gambling industries, helped by the charismatic marketing of the nation by it's leader, Chairman “Buddy” Cianci.

Chairman Cianci is in theory an elected leader, however he almost always wins elections by default as his popularity is such that few even attempt to run against him. Although Cianci rules as a virtual dictator most residents simply don't care as he is seen as a beloved and effective leader.

national_guard_banner2.jpg


Army-Guard-Unit-Banner_02.gif

The 42rd Military police Division (one Infantry Division)

Army-Guard-Unit-Banner_03.gif


The 56th Troop Command (one special forces)

Army-Guard-Unit-Banner_04.gif


The 103rd Artillery Brigade (1 Fortress, Providence)

Air_Guard_Website.jpg


air_unit_282.gif


The 282nd combat squadron (2 fighter wings)

Also 1 attack boat squadron.
 
Texas has known independence before when they broke off from Mexico, they accepted the US proposal to join the Union. When the Union broke up again Texas saw its chance to become independent again and took it. Texas' major cities are Dallas, San Antonio (remember the Alamo!!), Houston, Austin, and Fort Worth. Dallas remains the capital even after local Texans wished to move it to San Antonio. Texas is still following most of the Old US laws and still adopt a Democracy which was how Dallas remained the capital. Texas new flag is under work and will be revealed at a later time.

Capital: Dallas
Government: Democracy
Leader: Cordell Walker :)
National Companies: Texico, TASA, (Changed from NASA Houston is still the headquaters)
National Resources: Oil, Heat :), Longhorns
National Sport: Rodeo
National Motto: Rule well and live long, rule badly and die by end of noose.
National Flag: Still under work.



MSS:
25 Infantry Divisions: $50
15 Special Forces Units: $60
10 Armor I: $40
5 Artillery I: $20
25 Fighters I: $50
10 Bombers: $60
2 Attack Boats: $10
3 Light Ships: $30
3 Attack Subs: $30
5 Air Transports: $10
5 Sea Transports: $10
6 Fortresses: $30 (San Antonio, Dallas, Houston, Austin, Fort Worth, and The Alamo)
= $400.00

Texas Annual Budget.

Economy 2015: $1000
Reinvestments 2015: $100

Bureaucracy: $100 (10%)
Social Spending: $200 (20%)
Internal Security: $200 (20%)
Technology: $208
Defence: $192
Reinvestments: $100
Other: $0

Technology: $100
2015: High-speed railways. ($208/$250)


Defence: $192

Maintenance: $192
25 Infantry Divisions: $25
15 Special Forces Units: $30
25 Fighter I Wings: $25
2 Attack Boats: $6
10 Armor I: $20
3 Light Ships: $18
3 Attack Subs: $18
10 Bombers: $30
5 Artillery: $10
5 Sea Transports: $5
5 Air Transports: $5

Upgrades: $0

Other: $0

Edited again, I hope it is right now....
 
MSS for NEW JERSEY: ($180)
16 Infantry Divisions: $32
8 Armor I Divisions: $32
4 Artillery I Divisions: $16
3 Special Forces: $12
10 Fighter I Squadrons: $20
3 Bomber I Squadrons: $18
3 Light Ship Squadons: $30
2 Attack Submarine Squadrons: $20

Budget for the
United Republic of New Jersey

Economy 2015: $450
----

Bureaucracy: $45
Social Spending: $45
Internal Security: $45
Defense: $95
Technology: $115
Reinvestment: $104

Defense ($95):
Upkeep ($95)
Procurements ($0)

Technology ($115):
2015: High-speed Railways ($112/$112), Container Ships ($4/$112)
 
Québec's MSS
$120 to Spend

10 Infantry Divisions- $20
10 Armor I- $40
5 Fighter I- $10
5 Bombers- $30
1 Light Ships- $10
Fortresses in Sherbrooke and Montréal- $10
 
Shadowbound you are $20 over in your MSS. Please kill $20 of units and edit the upkeep in the budget plzkthx.

Everyone else has been correct so far.:goodjob:
 
(OOC: Please forgive my ignorance of the issues, societies, and personalities in the north, which I am sure my stories will make apparent.)


432px-Flag_of_Ottawa%2C_Ontario.svg.png


The Arctic Union


Capital: Anchorage, Alaska
Government: Hybrid of Republican and Parliamentary systems, currently in flux awaiting new constitution
Leadership: Interim President Craig Johnstone, Alaskan Independence Party
Notable industries: Oil, natural gas, mining (gold, uranium, diamonds), hydroelectricity generation, smaller fishing, manufacturing, timber, and tourism industries
Major political parties: Liberal Party of ‘Canada’, Republican Party, Democratic Party, Conservative Party of ‘Canada’, New Democratic Party, Green Party, ‘Alaskan' Independence Party

This post will be updated as the government changes.




“These are dark times for the North American continent. We have some difficult questions to answer. Now that our central governments have collapsed, we are left to answer them alone.”

“What fate befalls us? Is there a future for the North? To whom do we turn in our hour of need?”

“To answer the first two questions, we have to answer the third. Whom do we have to turn to?”

“The United States of America is falling to piecing. The union that has sheltered and protected us is in tatters. But while we may have been connected to the United States by politics, we were never as close as government propaganda would have us believe.”

“None of our former countrymen understood what it was like to be an Alaskan. We survived at the whim of corrupt, bloated governments who didn’t give a damn about us or what we really needed.”

“As the world collapses around us, we must look to each other to survive. We are the Alaskan people. For decades we’ve survived and thrived through our own industry and ingenuity.”

“We aren’t alone in the cold, dark night to come. The Alaska Natives and American Indians, long ignored and forgotten by our government, even more than the rest of us, have survived here for hundreds of years before we came. There had been a long history of strife between us, but now I extend the hand of friendship that the United States government never could.”

“It is not just to the indigenous people that I extend the hand of friendship. We are far from the only ones left out in the cold. The Canadian territories have been ignored and allowed to stagnate.”

“Three days ago, I received a call from the honourable Dennie Fentie, Premier of the Yukon Territory. His government relied completely on money from Ottawa to survive. The Yukon is filled with endless natural resources and endless potential, but without outside help many Yukoners will not survive the next winter.”

“Premier Fentie asked for our help. Yesterday, I received another call from Premiers Joe Handley of the Northwest Territories and Paul Okalik of Nunavut.”

“I can’t abandon a good man like Dennie, and I can’t abide while his people suffer. The bonds of brotherhood know no boundaries. Today I declare the formation of a new nation, a nation where American and Canadian, Inuit and Dene, white and Native American, can live together to build a true north, strong and free.”

“From this day forward, we are a people united for the common good. We are the Arctic Union.”


Excerpt from the speech by Craig Johnstone, Leader of the Alaskan Independence Party and Governor of Alaska, declaring independence from the United States.
 
virginia-flag.jpg


The Commonwealth of Virginia

The people of Virginia had called for secceding from the union a second time. And the goverment in Richmond decided to give the people what they wanted. The new government established a capital in Richmond and called on the people of the surrounding military bases and the Pentagon to come and speak with the Governor Bryan Roberts. The generals and admirals came and spoke, most decided to stay no matter what the upcoming vote would be, this was their home and they had no where else to go with the whole union collapsing. So they assembled the State of Virginia's congress and voted. The Commonwealth of Virginia was officially independant.

Capital Richmond
Government Scaled down American type republic
Political Parties Federalists, Populists, and the minor Libertarian


For the MSS here we go:
16 Infantry Divisions - $32
2 Special Forces Unit - $8
2 Armor - $8
10 Fighters - $20
4 Attack Boats - $20
1 Light Ship - $10
1 Attack Sub - $10
3 Air Transports - $6
3 Sea Transports - $6
4 Fortresses - $20 - The Pentagon, Norfolk, Roanoke, Danville

I will pm the order/econ stuff
 
nyc.jpg

Budget of the City of New York
FY 2015

Economy 2014: $500
Growth Rate 2015: 20%
Reinvestments 2014: $0

Economy 2015: $500

Metropolitan Transportation Authority: $50 (10%)
Department of Health and Human Services: $50 (10%)
Suffolk County Sheriff's Department: $45 (9%)

Technology Spending: $250 (50%)
2010: Airborne Cavalry ($100, $100/$100), Fighters II ($100, $100/$100), Missile Base ($50, $50/$50)


Defense: $105 (11%)
Upkeep: $105
12 Basic Infantry: $12
10 Artillery I: $20
10 Armor I: $20
8 Attack Boats: $24
1 Light Ships: $6
4 Special Forces: $8
15 Basic Fighter: $15
2 Fortresses (New York, Long Island): $0

Procurement: $0

---------------------------------------

Military Spending Spree: $200
12 Basic Infantry: $24
10 Artillery I: $40
10 Armor I: $40
8 Attack Boats: $40
1 Light Ship: $10
4 Special Forces: $16
15 Basic Fighter: $30
2 Fortresses (New York, Long Island): $10
 
{ooc to start the diplo}
From The Commonwealth of Virginia

To Surrounding Area
Virginia proposes we make safe and tariff free trade between our Nations so as to encourage much needed growth.

To D.C. and Maryland
We recommend that the District of Columbia be divided in half to Maryland and Virginia as it will be unlikely that D.C will be able to maintain and support itself.

To West Virginia
We would love to have you rejoin the Commonwealth that politicians seperated for reasons that are no longer important. Please agree to this proposal for both our benefits.

To the USA
Please let us all adhere to the saftey and security that we had all grown accustomed to in the years prior to this disaster. We look forward to the future of the Commonwealth and hope that all of you also prosper.
 
NYC DEP Concerned About Catskills Watershed
Lead In Our Drinking Water Sign Of Ecological Collapse?

The City of New York Department of Environmental Protection has been in contact with the Albany government regarding the potential overuse and contamination of the Catskills Watershed.

The system of reservoirs in Catskills State Park, currently managed by the Albany government, provides New York City with its drinking water. Tests by the City Department of Environmental Protection indicate small but growing amounts of nitrogen and heavy metals in the New York City municipal water supply, evidence of contamination by agriculture and industry in Upstate New York. Pre-Breakup arrangements between city and state officials guaranteed standards of environmental protection in the region, DPE engineers suspect that the State of New York is not holding up its end of the bargain. DPE deputy director Ian Smythe accused the state government of "willful neglect" of the needs of citizens in the City and on Long Island.

While Federal Hall has not yet officially commented, a high-ranking administration official assured this paper that "we are pursuing every option available to us to secure a steady source of fresh water for residents of New York City." Said official noted that the City of New York is willing to purchase land, water and access rights to the Catskills State Park and regions for an amount no less than $150 billion in gold bullion.
 
The City of New York has invited New Jersey and Connecticut to a conference to discuss regional issues, including the upkeep of the commuter rail and highway systems in the region and defense arrangements in the area.
 
{ooc to start the diplo}
From The Commonwealth of Virginia

To Surrounding Area
Virginia proposes we make safe and tariff free trade between our Nations so as to encourage much needed growth.

West Virginia and Maryland agree, with some nods of agreement from North Carolina. The District of Columbia is a bit annoyed with Virginia (see below)

To D.C. and Maryland
We recommend that the District of Columbia be divided in half to Maryland and Virginia as it will be unlikely that D.C will be able to maintain and support itself.

The District of Columbia, heir to the great American Empire, is not some play toy of Maryland and Virginia. Washington D.C. will fight to maintain its independence and refuses to be divided between its two larger neighbours.

To West Virginia
We would love to have you rejoin the Commonwealth that politicians seperated for reasons that are no longer important. Please agree to this proposal for both our benefits.

West Virginia really likes the Virginians, honest, we do. But we just don't like you that much to jump back in bed together. We value our independence more than absorbtion into Virginia.

To the USA
Please let us all adhere to the saftey and security that we had all grown accustomed to in the years prior to this disaster. We look forward to the future of the Commonwealth and hope that all of you also prosper.

Asian bankers want to know exactly where this USA is. There is a ten trillion dollar debt on their heads.
 
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