Background
NEW PEOPLE: National backgrounds are at the following page:
http://forums.civfanatics.com/showthread.php?t=245382
In 1898, the United States of America and the Empire of Spain seemed on the brink of war over the explosion of the USS Maine in Cuba. However, cooler heads ultimately prevailed and with the sale of Cuba to the United States, peace was assured in the Caribbean. This peace was temporary as the understanding created by this agreement between the USA and a European power would be the foundation for the now famous Portsmouth Meeting. Initiated by Kaiser Wilhelm II and Czar Nicholas II in early 1901 as an overture to further cooperation with the new President, Theodore Roosevelt. Eventually expanding to a conference of representatives of over a dozen nations and twenty nationalities, the Treaty of Portsmouth would assemble the greatest alliance the world had ever known. By the end of the year a worldwide assualt was launched against the British Empire.
For over a hundred years the British Empire had dominated global politics, but with the Portsmouth Meeting, this was to be no more. The combined navies of the world amassed themselves against the Royal Navy across the globe, and the fight would be vicious in all the oceans. Despite the tenacity of the Royal Navy, they were ultimately overwhelmed by the modern ships and massive production of the Japanese, American, and German fleets. The few nations which stood alongside the British, such as the Ottomon Empire and the Low Countries were overwhelmed and their lands absorbed by the conquerers. American and European invaders even made it to the shores of Britian itself when London and the British countryside erupted into a civil war. Only the Raj of India managed to mantain its borders as the Royal Family fled to the colonies.
No formal truce concluded the war with the remnants of the British Empire. The Royal Family secured its rule over India with brutal force and the tacit support of influential Indian leaders. Britian itself found its island in the midst of a bloody civil war between communists, warlords, and the radical right. None of the Allied nations dared to even set foot on the bleeding island, and with the remains of the Royal Navy under Indian control, peace naturally ensued. All over the world, new empires had been born overnight as people used the opportunity to establish new nations and expand their own empires. To manage the difficulties of the newly reformed world, the Great Powers formed the Council of Nations, a body to mediate disputes and issues between the emerging powers of the new world order.
Following the end of the war in 1905, the victors consolidated their gains and the battered world began to lick its wounds and the economy recovered with the resurgence of global trade. In North America, the United States was the undisputed regime from Cuba to Alaska, with the Caribbean becoming an American lake and Canada being prepared for its admittance as new states into the Union. In South America the emerging power of Argentina with US support used the chaos to establish its control over the Falkland Islands and its neighboring nations of Paraguay and Uruguay.
Europe became the world's most obvious bearer of change, as new nations appeared and old nations expanded. Britian became the world's first communist nation as the civil war concluded in 1908, even as a new democracy was stablizing on neighboring Ireland. The Low Countries had disappeared from the map as their empires and nations disappeared into the empires of France, Germany, and Japan. A new Rome had emerged as the thriving state of Italy marched across the Mediteranean, absorbing the prime lands of the former Ottomon Empire. In eastern Europe, the Austrian-Hungarian Empire had had long last regain its complete control over the Balkans, despite vicious resistance by the Serbs and Romanians in the Great War. In St. Petersburg, a new style of government by the Russians emerged as the Czar became absolute ruler of both the Church and the state, using the reconquest of Constantinople as the means for a religious revival within the Russian nation.
In Europe dominated Africa, the continent remains divided, even with the removal of Belguim and Britian from colonial aspirations. Northwest Africa has fallen under the control of the strengthened Italian Empire, while West Africa remains controlled by France. The southern part of Africa has fallen under the control of the ascendant German Empire, and the newly formed Boer Republic. In the northern colonies native dispute has risen in recent years as independent African interests begin sponsoring insurgencies. In the west, Liberia begins extending democratic ideals to the Africans, in the east the imperial ambitions of Eithiopia continue to mount and the pan-Islam movement also gains strength.
In Arabia, the destruction of British and Ottomon dominance over the Arabs, lead to the rise of a pan-Islamic state led by Ibn Saud. Highly contested by the secular regimes of India, Persia, and Italy, the new Islamic regime pledges the restoration over the entire Caliphate. The still British dominated Indian Empire continues to rule most of southern Asia, continue to pine for the days of British dominance. In China the Qing Dynasty continues to rule, the Boxer Rebellion bringing about a very anti-European, anti-West imperial leadership. They especially remain anti-Japanese, especially with recent expansion by Japan into the East Indies and Australia. Australia remains divided by the mandates to the United States, Germany, and Japan, posing numerous conflicts and difficulties for the governing powers.
With the world divided between the new empires, the globe is ripe for another Great War, and the stage for the modern era has been set.
Intro
The creation of the world we live in should be of interest to us all. Events such as the Great War, the Treaty of Versailles, and the Second World War set the foundation for the current global society in which we exist. The American invasion of Iraq, the persistant tribal fighting and genocide in Africa, and the rise of China to global prominance all have their bases in the events of the past hundred years.
Disclaimer: The following is my own opinion and the basis of the start of the development of this NES
The United States is often given credit for most of the world's problems, especially in the Middle East. As flattering as this may be to us Americans, it is blatantly false. The rise and fall of the British Empire is the direct cause of many of the modern world's difficulties, beginning with the hundreds of years of oppressing Ireland and ending with the destruction of the Islamic caliphate. This train of thought led me and a friend to debating the history of the world if the British Empire was removed from the equation.
With this in mind, we leave it to you, the NES players to figure out what the world could be with the absense of Perferdious Albion.
Rules
Sample Nation Statistics
United States of America
Republic: Republican Party
Capitol: Washington D.C.
Dissent: 5%
Global Opinion:
Base IC: 20
Military Spending: 5
Public Spending: 2
Private Enterprise: 13
Army: 23 Infantry Divisions, 4 Cavalry Divisions
Navy: 18 Capital Ships, 10 Cruiser Groups, 30 Destroyer Groups
Background: The United States was one of the biggest winners in the Great War. With the annexation of Canada and the occupation of much of the Caribbean, the US economy has boomed in the years following the War. However even as President Roosevelt is midway through his third term in office, heated debate and unrest has arisen over the management of the new territories. Factions have divided in American politics between pro-state and pro-independence, even as the people of the occupied regions begin to stir against the invaders.
Government and Elections
Government
The government of a nation can be switched by any command of the player. As a warning, your decisions in switching government will have difficulty in resistance by the public, especially if you fail to adjust your economic spending to match your ideology. As an example, if the government of France changes from being a conservative republic to a communist dictatorship, the people will be outraged if half of the nation's IC remains in the control of private enterprises. Please be sure to consider the style of your economy and society before conducting a major government change.
Ruling Party/Monarch
To the right of your nation's government in the stats is the ruling party or absolute ruler of your government. This is not controllable except in the cases where we were unable to find a clear head of state, in which case you can come up with your own ruler. The exceptions are for republics and constitutional monarchies which have parties in charge. The example best for this would be the Republican Party in charge of the USA, or the Liberal PM in charge of the government of Denmark.
In an absolute monarchy or dictatorship, assuming the nation does not reform at any point into a republican style government, head of state can change by player's request only alongside a good story or description of the events leading to change. Otherwise, rulers will keep their crowns until they were historically deposed or till they die.
Elections
The history team involved in the development of this NES has done extensive research into the election years and political parties of all the nations within the NES. Therefore all elections will be held in the historical years in which they were held in OTL. This is with or without the influence of the nation which is holding elections. Should the player fail to determine the election himself, the moderator will determine the results of the election based on historical information and events occurring elsewhere in the world. The most obvious example would be the USA election in 1912, should the player fail to handle it himself, the nation would return to its original course, probably electing Woodrow Wilson.
Dissent
Dissent is the key indicator of your success and the stability of your government. Dissent rises in the following circumstances:
1. When you radically shift economic policies.
2. When you shift government types.
3. When a republic shifts control from one party to another.
4. When you lose a war
5. Other types of unfortunate events which can surprise you and have a wide variety of styles in which they are introduced.
Dissent falls in the following circumstances:
1. When a government successfully shifts to a more publicly preferred form.
2. when spending in welfare policies and public spending increases.
3. when you win a war
4. when a party is reelected to government
5. Other types of fortunate events
Economy
Base IC
The Base IC is NOT the IC you spend each turn. This is the total combined IC your nation produces, and a collection between the production and development of military assets, the spending put into welfare and other public projects, and the amount of industry and economy controlled by private enterprises such as corporations and wealthy individuals. IC cannot be banked or saved over time, and all must be spent or else you will lose it. Once again I'd like to repeat that Base IC is NOT the IC you spend each turn.
Shifting IC Emphasis and Spending IC
Shifting IC
Your Base IC determines the total amount of IC per turn you gain, and from that the IC is divided into different aspects of your economy. You can shift the amount you want to have per turn in each section very easily, just put the shift into orders and it will be done. Beware, however, the consequences that a major shift will have upon your people and your dissent rating. For example, Abyssina has 1 IC per turn in all three of the different sections, giving them a solid government which is able to sustain its military, provide a small form of pension plan for veterans and their families, and a larger part of their economy is produced by private corporations within the nation. However, ruining this peace, the Italian Empire determines to annex the small nation. In order to mobilize for a full war, Abyssina shifts IC from Public Spending and Private Enterprise in order to triple its production of military forces in the fight against Italy.
In that case, the war would provide reasonable basis for a radical shift in economic policy. Doing the same thing in peace time would likely have caused a major civil war within Abyssina as private and mass interests rose up to protect themselves from the increasingly militaristic government. Here are descriptions of what governments under each of the economic extremes would look like:
Max Military Spending: A totalitarian government bent on a total war of annihalation against all of its enemies.
Max Public Spending: An utopian regime providing free health care, welfare, and employment for all the people. An idealist's socialist heaven.
Max Private Enterprise: An nation managed, owned, and operated by a major corporation.
Spending IC
If IC per turn is in Public Spending or Private Enterprise it cannot be spent to produce military units or research military technologies. The benefits to removing some of your IC per turn to those catorgories will be discussed below. IC produced in the Defense Spending section can be individual spent by the player, much like in Eve of War or Shadow of Rome NESes. The only exception to the spending rule is in the construction of Great Projects, which can use both the Public Spending and the Military Spending in their construction. This is also discussed more below.
Military Spending
Military spending IC is the only IC that you can specifically spend on production and military research. If you do not spend the IC, it is not banked, but is lost forever. This is also the spending used to advance yourself along the military technological tree, which is discussed The following are the costs of units which can be built by military spending IC.
Ground Forces
Militia Division: 1 IC for 2 Divisions. These are moderately better forces than Irregulars, but still become mutinous if they are sent out on the offensive. They will be better during peacetime than irregulars, and they do put up almost as good of a fight on the defensive as regular Infantry.
Infantry/Mountain/Marine/Airborne Division: 1 IC for 1. These forces provide the standard military forces to most nations.
Cavalry Division: 1 IC for 1: These mounted forces provide the first mobile force available to the nations of the world.
Armored Division: 2 IC for 1: These massive assemblies of tanks and motorized support provide the foundations of a modern army. Not good for those who are poor or live in jungles.
Motorized Division: 2 IC for 1. These divisions are infantry which have been significantly equipped with trucks so that the entire division is motorized. You can convert a regular Infantry into a Motorized Division by using 1 IC.
AirCav Divisions: 2 IC for 1. These divisions are infantry which use helicopters as their prime vehicles of transport. Beware the ride of the Valkries. These must be built from scratch and cannot be made cheaper with Modern Military Production. REQUIRES VERTICAL LANDING/TAKE OFF TO BUILD.
Naval Forces
Carrier: 3 IC for 1. These great ships are built specially for naval aviation and combat. A must have for a modernizing navy.
Capital Ship: 3 IC for 1. These benemoths are the modern queens of the sea. They sweep all smaller ships before them and they often define the status of a nation's power on the water.
Light Carrier: 2 IC for 1. The earliest version of the aircraft carrier, they stand to revolutionize war at sea. Only time will tell if they will change warfare.
Cruiser Group: 1 IC for 1. These forces are vital support for capital ships in that they provide protection against smaller and faster ships which can evade the larger guns of the dreadnoughts and battleships.
Destroyer Groups: 1 IC for 1. These forces provide protection for sealanes and larger ships against marauding enemy submarines and raiders.
Wolfpack: 1 IC for 1. These groups of submarines assualt convoys and merchant ships which provide vital lifelines to many nations.
Air Force
Zepplin Squadron: 1 IC for 1. Requires zepplin research. Provides the first heavy air bombers. With Scout Aircraft researched they also come with attachable fighters for air support.
Fighter Squadron: 1 IC for 1. For air to air combat use only. Batteries not included. A fighter Squadron can be upgraded to a Jet Fighter Squadron for 1 IC.
Bomber Squadron: 1 IC for 1. The mainstay of modern bombardment. If you like strategic bombing you need these.
Rocketeer Squadron: 1 IC for 1. A rocketeer squadron represents the men needed to assemble and launch rockets strategically against another power. These are strategic, not precision weapons. Think V1s and V2s over modern cruise missles.
Transport Squadron: 1 IC for 1. These can be used to resupply armies by the air, or to drop Airborne divisions behind enemy lines.
Jet Fighter Squadron: 2 IC for 1. These are more modern aircraft which have a significant advantage over non-jet fighters.
Space Assets
These are needed for advancement into space. Many of these will be needed for advancements in space research, plus a lot of them could be fun. Like other tech, for now these must be built with military IC
Rocket: 1 IC for 1. This is a basic space rocket with life support systems and bare nessecities. Wham! Straight to the Moon!
Public Spending
Public Spending represents the amount of your economy which is used to provide for the unfortunate of your nation's society. Most civilized nations will start with at least 1 IC per turn put into Public Spending, representing police forces and basic pension and compensation plans. A real life example would be 1 IC in spending would be the USA in 1920, and 10 IC in public spending would be the USA in 1933. (and 100 IC in public spending would be USA in 1999.)
Placing money in Public Spending provides your people with security in their jobs and lives. You may justify your switch, increase or decrease, in public spending in your orders, or I'll do it for you in the update. Increasing Public Spending will often help decrease dissent, with a few different circumstances. For example, public spending would be far less popular in a majority conservative nation then in a socialist or liberal one.
Private Enterprise
Private Enterprise is the most essential aspect for a long term game plan. Empasis in privately owned business has some downsides, but very large upsides in the long run. The most obvious aspect will be the rapid development of civilian technology in a nation with heavy private enterprise. In turn, the development of civilian technology will ultimately spark the development of more advanced military technology. The downside, of course, is an increasingly powerful stake of private corporations in the management of your nation. Ultimately it is your choice.
Global Opinion
Your nation's global opinion is the reflection that your empire gives to the rest of the nations of the world. If your global opinion is higher it will help in getting one of your citizens elected to the Council of Nations and make it more likely for popular rebellions in support of your nation, it will also make it easier to make alliances or trade deals. On the other hand, if your nation is feared or hated, all those things will be that much harder to do.
Attacking a nation which is more globally hated than your own will have a less negative effect on your own global opinion. If you attack a nation that is far more beloved, you will bring the wrath of global opinion down upon ye.
Scale:
Beloved-Admired-Respected-Liked-Neutral-Disliked-Hated-Abhored-Feared
Military and Its Use
Warfare
Eve of War and Shadow of Rome both share the same style of warfare. Individual numbers and groups provide an indepth description of the fighting and allows for more micro managing of warfare. This is still possible under the new system, despite the military being managed by divisions, not by numbers of men. Also, in the other two NESes, the time went by in months, not years.
Therefore, I must ask that when you send orders, decribe your plan for the whole war, and leave the specific strategy to the generals in charge. On a related note, your generals can and will get better over time, so remember their names and keep them fighting to get a better military.
Artillery and early armor will both be considered automatically a part of divisions which are in your army, supporting part of Infantry and Cavalry divisions only. Research into these aspects of war will significantly increase the strength of your divisions in comparison to your enemies. These effects are reflected within your Military Quality section of the stats.
Military Quality
Your military quality demonstrates how well advanced, experienced, or trained your armed forces are. This can be modified in several ways, including through Projects which revolve around military training, fighting wars, and researching new military technologies. Some nations have naturally higher qualities than others, Germany and Switzerland being the prime examples. Research is the best way to decrease the gap, and winning wars will have a positive effect on your military's quality as well. Losing wars could possible decrease quality, but it is far easier to increase than decrease. Remember to keep up with modernization or you could find yourself horribly beaten if you go to war.
Research
The only tech tree provided below will be specifically for the development of your military. You dont have to buy a tech all at once, and chances are you'll have to make partial payments as time goes on, as spending your military IC on tech will drastically increase the power of your army.
Domestic research occurs only in the private sector of the economy. The more of your base IC per turn which is in Private Enterprise, the sooner domestic developments such as advanced automobiles and television become available to the world and your nation. Some domestic advances will also open up new areas of military research, most notably nuclear and aircraft.
Unlike in other NESes of mine, military technologies only effect the nation which researched. Groups of nations cannot work together to research military technology and this must be handled on a nation by nation basis.
United Nations
The aftermath of the Third World War greatly shocked the world and it became apparent that the Council of Nations could no long prevent war and that a new organization with teeth was required.
Currently under construction, the United Nations is located here:
http://forums.civfanatics.com/showthread.php?t=254011
Terrorism
With the end of the Third World War, terrorist groups and freedom fighters emerged to fight the victors for various concessions. These groups are varied and capable of unifying their people. Here's how to be a terrorist:
Terrorist groups are formed much as a regular nation is within a fresh start NES. Here's the formula:
Organization Name
Base City
Objective
Here's what your stats will look like when they are complete:
Organization Name:
Base City:
Global Opinion:
Local Opinion:
Army:
Navy:
Objective:
Opinion
Global and Local Opinion stats reflect your standing as an organization. If you are respected abroad you could receive extensive funding from other nations and private individuals in your cause. Local Opinion will effect whether the people you are fighting for will help or hinder your fight against oppression. On the other hand, if you are feared locally, you could gain benefits from oppressing the masses. Consider this when formulating your plans. The stats are measured as following from "bad" to good:
Feared-Hated-Disliked-Indifferent-Liked-Respected-Admired
Military
Unlike in regular nations, there is no regular IC production. These units can only be purchased using IC given by other nations to the terrorist groups.
Army:
Militia Division: 1 IC for 2. These are equivelant to regular Militia.
Paramilitary Division: 1 IC for 1. These are somewhere between Militia and Infantry; consider them equal to Conscripts
Mercenary Division: 2 IC for 1. These are equal to regular Infantry.
Navy:
Yacht: 1 IC for 1. Consider these ships worse than any regular navy vessel. Consider them for use en masse or on rivers. They're better than no navy at all.
Objective
This is vital to creating your nation, you must state an objective for your organization. When this is achieved the group ends with victory. If you are nationalists you create a new real nation. If you are rebels attempting to change the government, you get control of that nation.
NEW PEOPLE: National backgrounds are at the following page:
http://forums.civfanatics.com/showthread.php?t=245382
Spoiler :
In 1898, the United States of America and the Empire of Spain seemed on the brink of war over the explosion of the USS Maine in Cuba. However, cooler heads ultimately prevailed and with the sale of Cuba to the United States, peace was assured in the Caribbean. This peace was temporary as the understanding created by this agreement between the USA and a European power would be the foundation for the now famous Portsmouth Meeting. Initiated by Kaiser Wilhelm II and Czar Nicholas II in early 1901 as an overture to further cooperation with the new President, Theodore Roosevelt. Eventually expanding to a conference of representatives of over a dozen nations and twenty nationalities, the Treaty of Portsmouth would assemble the greatest alliance the world had ever known. By the end of the year a worldwide assualt was launched against the British Empire.
For over a hundred years the British Empire had dominated global politics, but with the Portsmouth Meeting, this was to be no more. The combined navies of the world amassed themselves against the Royal Navy across the globe, and the fight would be vicious in all the oceans. Despite the tenacity of the Royal Navy, they were ultimately overwhelmed by the modern ships and massive production of the Japanese, American, and German fleets. The few nations which stood alongside the British, such as the Ottomon Empire and the Low Countries were overwhelmed and their lands absorbed by the conquerers. American and European invaders even made it to the shores of Britian itself when London and the British countryside erupted into a civil war. Only the Raj of India managed to mantain its borders as the Royal Family fled to the colonies.
No formal truce concluded the war with the remnants of the British Empire. The Royal Family secured its rule over India with brutal force and the tacit support of influential Indian leaders. Britian itself found its island in the midst of a bloody civil war between communists, warlords, and the radical right. None of the Allied nations dared to even set foot on the bleeding island, and with the remains of the Royal Navy under Indian control, peace naturally ensued. All over the world, new empires had been born overnight as people used the opportunity to establish new nations and expand their own empires. To manage the difficulties of the newly reformed world, the Great Powers formed the Council of Nations, a body to mediate disputes and issues between the emerging powers of the new world order.
Following the end of the war in 1905, the victors consolidated their gains and the battered world began to lick its wounds and the economy recovered with the resurgence of global trade. In North America, the United States was the undisputed regime from Cuba to Alaska, with the Caribbean becoming an American lake and Canada being prepared for its admittance as new states into the Union. In South America the emerging power of Argentina with US support used the chaos to establish its control over the Falkland Islands and its neighboring nations of Paraguay and Uruguay.
Europe became the world's most obvious bearer of change, as new nations appeared and old nations expanded. Britian became the world's first communist nation as the civil war concluded in 1908, even as a new democracy was stablizing on neighboring Ireland. The Low Countries had disappeared from the map as their empires and nations disappeared into the empires of France, Germany, and Japan. A new Rome had emerged as the thriving state of Italy marched across the Mediteranean, absorbing the prime lands of the former Ottomon Empire. In eastern Europe, the Austrian-Hungarian Empire had had long last regain its complete control over the Balkans, despite vicious resistance by the Serbs and Romanians in the Great War. In St. Petersburg, a new style of government by the Russians emerged as the Czar became absolute ruler of both the Church and the state, using the reconquest of Constantinople as the means for a religious revival within the Russian nation.
In Europe dominated Africa, the continent remains divided, even with the removal of Belguim and Britian from colonial aspirations. Northwest Africa has fallen under the control of the strengthened Italian Empire, while West Africa remains controlled by France. The southern part of Africa has fallen under the control of the ascendant German Empire, and the newly formed Boer Republic. In the northern colonies native dispute has risen in recent years as independent African interests begin sponsoring insurgencies. In the west, Liberia begins extending democratic ideals to the Africans, in the east the imperial ambitions of Eithiopia continue to mount and the pan-Islam movement also gains strength.
In Arabia, the destruction of British and Ottomon dominance over the Arabs, lead to the rise of a pan-Islamic state led by Ibn Saud. Highly contested by the secular regimes of India, Persia, and Italy, the new Islamic regime pledges the restoration over the entire Caliphate. The still British dominated Indian Empire continues to rule most of southern Asia, continue to pine for the days of British dominance. In China the Qing Dynasty continues to rule, the Boxer Rebellion bringing about a very anti-European, anti-West imperial leadership. They especially remain anti-Japanese, especially with recent expansion by Japan into the East Indies and Australia. Australia remains divided by the mandates to the United States, Germany, and Japan, posing numerous conflicts and difficulties for the governing powers.
With the world divided between the new empires, the globe is ripe for another Great War, and the stage for the modern era has been set.
Intro
The creation of the world we live in should be of interest to us all. Events such as the Great War, the Treaty of Versailles, and the Second World War set the foundation for the current global society in which we exist. The American invasion of Iraq, the persistant tribal fighting and genocide in Africa, and the rise of China to global prominance all have their bases in the events of the past hundred years.
Disclaimer: The following is my own opinion and the basis of the start of the development of this NES
The United States is often given credit for most of the world's problems, especially in the Middle East. As flattering as this may be to us Americans, it is blatantly false. The rise and fall of the British Empire is the direct cause of many of the modern world's difficulties, beginning with the hundreds of years of oppressing Ireland and ending with the destruction of the Islamic caliphate. This train of thought led me and a friend to debating the history of the world if the British Empire was removed from the equation.
With this in mind, we leave it to you, the NES players to figure out what the world could be with the absense of Perferdious Albion.
Rules
Sample Nation Statistics
United States of America
Republic: Republican Party
Capitol: Washington D.C.
Dissent: 5%
Global Opinion:
Base IC: 20
Military Spending: 5
Public Spending: 2
Private Enterprise: 13
Army: 23 Infantry Divisions, 4 Cavalry Divisions
Navy: 18 Capital Ships, 10 Cruiser Groups, 30 Destroyer Groups
Background: The United States was one of the biggest winners in the Great War. With the annexation of Canada and the occupation of much of the Caribbean, the US economy has boomed in the years following the War. However even as President Roosevelt is midway through his third term in office, heated debate and unrest has arisen over the management of the new territories. Factions have divided in American politics between pro-state and pro-independence, even as the people of the occupied regions begin to stir against the invaders.
Government and Elections
Government
The government of a nation can be switched by any command of the player. As a warning, your decisions in switching government will have difficulty in resistance by the public, especially if you fail to adjust your economic spending to match your ideology. As an example, if the government of France changes from being a conservative republic to a communist dictatorship, the people will be outraged if half of the nation's IC remains in the control of private enterprises. Please be sure to consider the style of your economy and society before conducting a major government change.
Ruling Party/Monarch
To the right of your nation's government in the stats is the ruling party or absolute ruler of your government. This is not controllable except in the cases where we were unable to find a clear head of state, in which case you can come up with your own ruler. The exceptions are for republics and constitutional monarchies which have parties in charge. The example best for this would be the Republican Party in charge of the USA, or the Liberal PM in charge of the government of Denmark.
In an absolute monarchy or dictatorship, assuming the nation does not reform at any point into a republican style government, head of state can change by player's request only alongside a good story or description of the events leading to change. Otherwise, rulers will keep their crowns until they were historically deposed or till they die.
Elections
The history team involved in the development of this NES has done extensive research into the election years and political parties of all the nations within the NES. Therefore all elections will be held in the historical years in which they were held in OTL. This is with or without the influence of the nation which is holding elections. Should the player fail to determine the election himself, the moderator will determine the results of the election based on historical information and events occurring elsewhere in the world. The most obvious example would be the USA election in 1912, should the player fail to handle it himself, the nation would return to its original course, probably electing Woodrow Wilson.
Dissent
Dissent is the key indicator of your success and the stability of your government. Dissent rises in the following circumstances:
1. When you radically shift economic policies.
2. When you shift government types.
3. When a republic shifts control from one party to another.
4. When you lose a war
5. Other types of unfortunate events which can surprise you and have a wide variety of styles in which they are introduced.
Dissent falls in the following circumstances:
1. When a government successfully shifts to a more publicly preferred form.
2. when spending in welfare policies and public spending increases.
3. when you win a war
4. when a party is reelected to government
5. Other types of fortunate events
Economy
Base IC
The Base IC is NOT the IC you spend each turn. This is the total combined IC your nation produces, and a collection between the production and development of military assets, the spending put into welfare and other public projects, and the amount of industry and economy controlled by private enterprises such as corporations and wealthy individuals. IC cannot be banked or saved over time, and all must be spent or else you will lose it. Once again I'd like to repeat that Base IC is NOT the IC you spend each turn.
Shifting IC Emphasis and Spending IC
Shifting IC
Your Base IC determines the total amount of IC per turn you gain, and from that the IC is divided into different aspects of your economy. You can shift the amount you want to have per turn in each section very easily, just put the shift into orders and it will be done. Beware, however, the consequences that a major shift will have upon your people and your dissent rating. For example, Abyssina has 1 IC per turn in all three of the different sections, giving them a solid government which is able to sustain its military, provide a small form of pension plan for veterans and their families, and a larger part of their economy is produced by private corporations within the nation. However, ruining this peace, the Italian Empire determines to annex the small nation. In order to mobilize for a full war, Abyssina shifts IC from Public Spending and Private Enterprise in order to triple its production of military forces in the fight against Italy.
In that case, the war would provide reasonable basis for a radical shift in economic policy. Doing the same thing in peace time would likely have caused a major civil war within Abyssina as private and mass interests rose up to protect themselves from the increasingly militaristic government. Here are descriptions of what governments under each of the economic extremes would look like:
Max Military Spending: A totalitarian government bent on a total war of annihalation against all of its enemies.
Max Public Spending: An utopian regime providing free health care, welfare, and employment for all the people. An idealist's socialist heaven.
Max Private Enterprise: An nation managed, owned, and operated by a major corporation.
Spending IC
If IC per turn is in Public Spending or Private Enterprise it cannot be spent to produce military units or research military technologies. The benefits to removing some of your IC per turn to those catorgories will be discussed below. IC produced in the Defense Spending section can be individual spent by the player, much like in Eve of War or Shadow of Rome NESes. The only exception to the spending rule is in the construction of Great Projects, which can use both the Public Spending and the Military Spending in their construction. This is also discussed more below.
Military Spending
Military spending IC is the only IC that you can specifically spend on production and military research. If you do not spend the IC, it is not banked, but is lost forever. This is also the spending used to advance yourself along the military technological tree, which is discussed The following are the costs of units which can be built by military spending IC.
Ground Forces
Militia Division: 1 IC for 2 Divisions. These are moderately better forces than Irregulars, but still become mutinous if they are sent out on the offensive. They will be better during peacetime than irregulars, and they do put up almost as good of a fight on the defensive as regular Infantry.
Infantry/Mountain/Marine/Airborne Division: 1 IC for 1. These forces provide the standard military forces to most nations.
Cavalry Division: 1 IC for 1: These mounted forces provide the first mobile force available to the nations of the world.
Armored Division: 2 IC for 1: These massive assemblies of tanks and motorized support provide the foundations of a modern army. Not good for those who are poor or live in jungles.
Motorized Division: 2 IC for 1. These divisions are infantry which have been significantly equipped with trucks so that the entire division is motorized. You can convert a regular Infantry into a Motorized Division by using 1 IC.
AirCav Divisions: 2 IC for 1. These divisions are infantry which use helicopters as their prime vehicles of transport. Beware the ride of the Valkries. These must be built from scratch and cannot be made cheaper with Modern Military Production. REQUIRES VERTICAL LANDING/TAKE OFF TO BUILD.
Naval Forces
Carrier: 3 IC for 1. These great ships are built specially for naval aviation and combat. A must have for a modernizing navy.
Capital Ship: 3 IC for 1. These benemoths are the modern queens of the sea. They sweep all smaller ships before them and they often define the status of a nation's power on the water.
Light Carrier: 2 IC for 1. The earliest version of the aircraft carrier, they stand to revolutionize war at sea. Only time will tell if they will change warfare.
Cruiser Group: 1 IC for 1. These forces are vital support for capital ships in that they provide protection against smaller and faster ships which can evade the larger guns of the dreadnoughts and battleships.
Destroyer Groups: 1 IC for 1. These forces provide protection for sealanes and larger ships against marauding enemy submarines and raiders.
Wolfpack: 1 IC for 1. These groups of submarines assualt convoys and merchant ships which provide vital lifelines to many nations.
Air Force
Zepplin Squadron: 1 IC for 1. Requires zepplin research. Provides the first heavy air bombers. With Scout Aircraft researched they also come with attachable fighters for air support.
Fighter Squadron: 1 IC for 1. For air to air combat use only. Batteries not included. A fighter Squadron can be upgraded to a Jet Fighter Squadron for 1 IC.
Bomber Squadron: 1 IC for 1. The mainstay of modern bombardment. If you like strategic bombing you need these.
Rocketeer Squadron: 1 IC for 1. A rocketeer squadron represents the men needed to assemble and launch rockets strategically against another power. These are strategic, not precision weapons. Think V1s and V2s over modern cruise missles.
Transport Squadron: 1 IC for 1. These can be used to resupply armies by the air, or to drop Airborne divisions behind enemy lines.
Jet Fighter Squadron: 2 IC for 1. These are more modern aircraft which have a significant advantage over non-jet fighters.
Space Assets
These are needed for advancement into space. Many of these will be needed for advancements in space research, plus a lot of them could be fun. Like other tech, for now these must be built with military IC
Rocket: 1 IC for 1. This is a basic space rocket with life support systems and bare nessecities. Wham! Straight to the Moon!
Public Spending
Public Spending represents the amount of your economy which is used to provide for the unfortunate of your nation's society. Most civilized nations will start with at least 1 IC per turn put into Public Spending, representing police forces and basic pension and compensation plans. A real life example would be 1 IC in spending would be the USA in 1920, and 10 IC in public spending would be the USA in 1933. (and 100 IC in public spending would be USA in 1999.)
Placing money in Public Spending provides your people with security in their jobs and lives. You may justify your switch, increase or decrease, in public spending in your orders, or I'll do it for you in the update. Increasing Public Spending will often help decrease dissent, with a few different circumstances. For example, public spending would be far less popular in a majority conservative nation then in a socialist or liberal one.
Private Enterprise
Private Enterprise is the most essential aspect for a long term game plan. Empasis in privately owned business has some downsides, but very large upsides in the long run. The most obvious aspect will be the rapid development of civilian technology in a nation with heavy private enterprise. In turn, the development of civilian technology will ultimately spark the development of more advanced military technology. The downside, of course, is an increasingly powerful stake of private corporations in the management of your nation. Ultimately it is your choice.
Global Opinion
Your nation's global opinion is the reflection that your empire gives to the rest of the nations of the world. If your global opinion is higher it will help in getting one of your citizens elected to the Council of Nations and make it more likely for popular rebellions in support of your nation, it will also make it easier to make alliances or trade deals. On the other hand, if your nation is feared or hated, all those things will be that much harder to do.
Attacking a nation which is more globally hated than your own will have a less negative effect on your own global opinion. If you attack a nation that is far more beloved, you will bring the wrath of global opinion down upon ye.
Scale:
Beloved-Admired-Respected-Liked-Neutral-Disliked-Hated-Abhored-Feared
Military and Its Use
Warfare
Eve of War and Shadow of Rome both share the same style of warfare. Individual numbers and groups provide an indepth description of the fighting and allows for more micro managing of warfare. This is still possible under the new system, despite the military being managed by divisions, not by numbers of men. Also, in the other two NESes, the time went by in months, not years.
Therefore, I must ask that when you send orders, decribe your plan for the whole war, and leave the specific strategy to the generals in charge. On a related note, your generals can and will get better over time, so remember their names and keep them fighting to get a better military.
Artillery and early armor will both be considered automatically a part of divisions which are in your army, supporting part of Infantry and Cavalry divisions only. Research into these aspects of war will significantly increase the strength of your divisions in comparison to your enemies. These effects are reflected within your Military Quality section of the stats.
Military Quality
Your military quality demonstrates how well advanced, experienced, or trained your armed forces are. This can be modified in several ways, including through Projects which revolve around military training, fighting wars, and researching new military technologies. Some nations have naturally higher qualities than others, Germany and Switzerland being the prime examples. Research is the best way to decrease the gap, and winning wars will have a positive effect on your military's quality as well. Losing wars could possible decrease quality, but it is far easier to increase than decrease. Remember to keep up with modernization or you could find yourself horribly beaten if you go to war.
Research
The only tech tree provided below will be specifically for the development of your military. You dont have to buy a tech all at once, and chances are you'll have to make partial payments as time goes on, as spending your military IC on tech will drastically increase the power of your army.
Domestic research occurs only in the private sector of the economy. The more of your base IC per turn which is in Private Enterprise, the sooner domestic developments such as advanced automobiles and television become available to the world and your nation. Some domestic advances will also open up new areas of military research, most notably nuclear and aircraft.
Unlike in other NESes of mine, military technologies only effect the nation which researched. Groups of nations cannot work together to research military technology and this must be handled on a nation by nation basis.
United Nations
The aftermath of the Third World War greatly shocked the world and it became apparent that the Council of Nations could no long prevent war and that a new organization with teeth was required.
Currently under construction, the United Nations is located here:
http://forums.civfanatics.com/showthread.php?t=254011
Terrorism
With the end of the Third World War, terrorist groups and freedom fighters emerged to fight the victors for various concessions. These groups are varied and capable of unifying their people. Here's how to be a terrorist:
Terrorist groups are formed much as a regular nation is within a fresh start NES. Here's the formula:
Organization Name
Base City
Objective
Here's what your stats will look like when they are complete:
Organization Name:
Base City:
Global Opinion:
Local Opinion:
Army:
Navy:
Objective:
Opinion
Global and Local Opinion stats reflect your standing as an organization. If you are respected abroad you could receive extensive funding from other nations and private individuals in your cause. Local Opinion will effect whether the people you are fighting for will help or hinder your fight against oppression. On the other hand, if you are feared locally, you could gain benefits from oppressing the masses. Consider this when formulating your plans. The stats are measured as following from "bad" to good:
Feared-Hated-Disliked-Indifferent-Liked-Respected-Admired
Military
Unlike in regular nations, there is no regular IC production. These units can only be purchased using IC given by other nations to the terrorist groups.
Army:
Militia Division: 1 IC for 2. These are equivelant to regular Militia.
Paramilitary Division: 1 IC for 1. These are somewhere between Militia and Infantry; consider them equal to Conscripts
Mercenary Division: 2 IC for 1. These are equal to regular Infantry.
Navy:
Yacht: 1 IC for 1. Consider these ships worse than any regular navy vessel. Consider them for use en masse or on rivers. They're better than no navy at all.
Objective
This is vital to creating your nation, you must state an objective for your organization. When this is achieved the group ends with victory. If you are nationalists you create a new real nation. If you are rebels attempting to change the government, you get control of that nation.