Background
It's 1936. Nearly every state is now its own nation. This wasn't the way it was a month ago. Oh well, no one's really complaining. We think it might have had something to do with a giant space banana. Or Aliens. Anyways, let the games begin!
Rules
Sample Nation Statistics
Virginia
Presidential Democracy: Conservative
Capital: Richmond
Dissent: 30%
Nationality: Dixie, Central European, African
Base IC: 9
Military Spending: 4
Public Spending: 1
Private Enterprise: 4
Army: 75,000 Infantry, 100,000 Militia, 50 Medium Tanks
Army Quality: 4
Navy: 15 Battleships, 20 Light Cruisers, 30 Destroyers, 30 Submarines
Navy Quality: 4
Air Force: 100 Wright-191s
Air Force Quality: 4
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. 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 Federalist Party in charge of New York, 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 till they die.
Elections
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.
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. Lowering taxes in the form of reducing military and public spending and switching to Private Enterprise
3. when you win a war
4. when a party is reelected to government
5. Other types of fortunate events
-Nationality-
Nationalities are tricky. Most nations have more than two nationalities within their borders. The lucky ones only have one. The first listed in your nation's stats is your leading or predominant nationality, not necessarily the most common one. To clarify some matters "Yankee" applies to Americans from the north, "Dixie" is the southern, "Texan" is well, Texan. "Various Native" applies to nations which have a wide variety of Indian tribes which i'm too lazy to list. Spanish in Florida is really SPANISH, not Hispanic. Any other questions on location of said nationalities, feel free to ask.
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, New York 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, Vermont determines to attack the larger nation. In order to mobilize for a full war, New York shifts IC from Public Spending and Private Enterprise in order to triple its production of military forces in the fight against Vermont.
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 New York 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
Each section of the Base IC can be used for different types of spending and development. Military Spending represents the portion of the modern industrial apparatus being used to train and produce weapons for the military. Public Spending is other parts of industry and the economy being used to supply for the people. Private Enterprise is all industry and parts of the economy privately owned by individuals within the nation.
IMPORTANT NOTE: IC cannot be traded. Under no circumstances will one nation be able to provide IC to another through diplomacy. If you want reparations for a war, merely include monetary value. Chances are IC will decline or increase based upon the amount you insist upon. If you want support in a war, then one nation must build the unit and send it to the second nation. This represents the construction and sale of weapons to another nation.
Military Spending
Military spending IC is the only IC that you can specifically spend on military unit producion. If you do not spend the IC, it is not banked, but is lost forever. What it can be spent on is below.
Ground Forces
Irregulars: 1 IC for 10,000. These are scrapped up soldiers, some without even the barest of weapons or supplies. Use only in case of emergency or if you like large casualty rates.
Militia: 1 IC for 5,000. These are soldiers supplied by state or local governments, armed moderately well and almost as good as regular Infantry on the defensive.
Infantry: 1 IC for 2,500. These are regular forces, well organized and trained, capable of competently acting on the offensive or defensive.
Light Tanks: 1 IC for 100. The basic tank, with thin steel armor and a light gun, but a relatively mobile engine.
Medium Tanks: 1 IC for 50. A decent all around tank, well suit for armored warfare.
Crusader: 1 IC for 50. British Medium tank, stronger than regular medium tanks, and can only be built by nations part of the British Commonwealth.
Panzer II: 1 IC for 40. German Medium Tank, one of the strongest medium tank currently capable of being produced. Can only be built by nations receiving aid from Germany
S-35: 1 IC for 50. French Medium Tank, a middle ground between the Crusader and the Panzer II. Can only be built by nations receiving aid from France.
T-29: 1 IC for 30. Easily the best tank available in North America currently. Can only be built by Alaska and nations receiving aid from Russia
Armored Comparison: Light Tank<Medium Tank<Crusader<S-35<Panzer II<T-29
Navy:
Submarine: 1 IC for 3. A submersible vessel, best for plaguing merchant and supply convoys.
Destroyer: 1 IC for 3. A protective ship, suitable for patrolling the sealanes and combating the submarine threats.
Light Cruiser: 1 IC for 2. A ship with moderately heavy guns, still more geared toward anti-submarine warfare.
Heavy Cruiser: 1 IC for 1. A ship with heavier guns and armor than the Light Cruiser, but reduced speed, most effective for supporting Battlecruisers and Battleships in major surface fleet actions.
Battlecruiser: 2 IC for 1. A poor man's Battleship, suitable for heavy combat on the open ocean.
Aircraft Carrier: 3 IC for 1. The newest development in naval warfare. These come with carrier based planes but have yet to prove themselves in open battle.
Battleship: 4 IC for 1. The Pride and joy of a nation, capable of blasting aside virtually any other ship in open fighting.
Air Force:
Wright-191: 1 IC for 100. The basic fighter aircraft used by American nations, can be built by any nation in North America.
Hurricane: 1 IC for 100. Basic fighter aircraft used by the Commonwealth of the British Empire, superior to the Wright-191. Can only be built by members of the Commonwealth.
MB.52: 1 IC for 100. Basic fighter aircraft used by France for air superiority roles. Can only be built by nations receiving aid from France.
Zeros: The Best fighter available in North America. Can only be built by nations receiving aid from Japan
Wright-298: 1 IC for 25. Basic Heavy Bomber for American nations, can be built by any American nation.
Lancaster: Basic Heavy Bomber for Commonwealth nations, can only be built by nations part of the British Commonwealth.
Fighter Comparison: Wright-191<Mb.52<Hurricane<Zero
Bomber Comparison: Wright-298<Lancaster
Fighter-Bomber Comparison: Stuka
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 30 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.
Another use for Public Spending is great works or projects. These can be anything from socialistic Five-Year Plans or the construction of a national railroad. Canals would also fall under this. To start a project, simply inform me of the objective, and Ill inform you of the cost and time it takes to complete. Please be warned that not every project will succeed in its objectives.
Private Enterprise
Private Enterprise is the most essential aspect for a long term game plan. Private Enterprise is the only type of IC which can be used for research. This is because within the nineteenth century most major advances were done by private individuals. Also, the more investment you have in Private Enterprise, the more likely your industry will grow over time.
Military and Its Use
Warfare
Time within this NES covers years, and wars can be won in a year or less. I must ask that when you send orders, describe 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.
If you possess MSN Instant messaging and happen to be online at the same time I am while updating, I will occasionally allow a more interactive way of managing warfare, conducting the war over MSN This could be considered biased, but oh well.
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, Prussia 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.
Mobilization
If the situation appears desperate in the midst of a war, or if youd prefer to throw your full force against the enemy, you can mobilize reserves. Essentially, this creates a certain amount of Reserve Divisions, which are slightly less effective than Infantry Divisions. These are not subordinate to upkeep and depend on your nations estimated population and the style of your government. To mobilize you merely have to say in your orders to mobilize the reserves. As a warning, large losses in reserves will have an adverse effect on your Dissent.
Research
Research can only be conducted through Private Enterprise. Please see the Tech Tree below for specific costs and effects of technology. Also, the Tech Tree is set, and determined pursuit of different trees could lead to a dramatically different world than the one in which we live today.
Techs can only be shared through means of blueprints. Unlike in The World Turned Upside Down technology cannot be shared directly. However, blueprints can be provided to reduce the costs of researching technology. These reductions will be determined based on how many people had previously researched the technology.
UUs
There will be UUs in this nes. Please describe to me what it is, and I will inform you of the cost
-World Powers-
These outside nations represent the great powers of global politics. These nations can support you in a multitude of ways from direct military intervention to economic aid to technological support and military designs.
The United Kingdom provides special aid to nations who agree to become part of the Commonwealth. They will freely provide all modern technology designs, military troops in case of war, and continuous economic boosts. The downside is that if the United Kingdom goes to war, they will take your army to fight across the world.
It's 1936. Nearly every state is now its own nation. This wasn't the way it was a month ago. Oh well, no one's really complaining. We think it might have had something to do with a giant space banana. Or Aliens. Anyways, let the games begin!
Rules
Sample Nation Statistics
Virginia
Presidential Democracy: Conservative
Capital: Richmond
Dissent: 30%
Nationality: Dixie, Central European, African
Base IC: 9
Military Spending: 4
Public Spending: 1
Private Enterprise: 4
Army: 75,000 Infantry, 100,000 Militia, 50 Medium Tanks
Army Quality: 4
Navy: 15 Battleships, 20 Light Cruisers, 30 Destroyers, 30 Submarines
Navy Quality: 4
Air Force: 100 Wright-191s
Air Force Quality: 4
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. 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 Federalist Party in charge of New York, 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 till they die.
Elections
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.
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. Lowering taxes in the form of reducing military and public spending and switching to Private Enterprise
3. when you win a war
4. when a party is reelected to government
5. Other types of fortunate events
-Nationality-
Nationalities are tricky. Most nations have more than two nationalities within their borders. The lucky ones only have one. The first listed in your nation's stats is your leading or predominant nationality, not necessarily the most common one. To clarify some matters "Yankee" applies to Americans from the north, "Dixie" is the southern, "Texan" is well, Texan. "Various Native" applies to nations which have a wide variety of Indian tribes which i'm too lazy to list. Spanish in Florida is really SPANISH, not Hispanic. Any other questions on location of said nationalities, feel free to ask.
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, New York 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, Vermont determines to attack the larger nation. In order to mobilize for a full war, New York shifts IC from Public Spending and Private Enterprise in order to triple its production of military forces in the fight against Vermont.
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 New York 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
Each section of the Base IC can be used for different types of spending and development. Military Spending represents the portion of the modern industrial apparatus being used to train and produce weapons for the military. Public Spending is other parts of industry and the economy being used to supply for the people. Private Enterprise is all industry and parts of the economy privately owned by individuals within the nation.
IMPORTANT NOTE: IC cannot be traded. Under no circumstances will one nation be able to provide IC to another through diplomacy. If you want reparations for a war, merely include monetary value. Chances are IC will decline or increase based upon the amount you insist upon. If you want support in a war, then one nation must build the unit and send it to the second nation. This represents the construction and sale of weapons to another nation.
Military Spending
Military spending IC is the only IC that you can specifically spend on military unit producion. If you do not spend the IC, it is not banked, but is lost forever. What it can be spent on is below.
Ground Forces
Irregulars: 1 IC for 10,000. These are scrapped up soldiers, some without even the barest of weapons or supplies. Use only in case of emergency or if you like large casualty rates.
Militia: 1 IC for 5,000. These are soldiers supplied by state or local governments, armed moderately well and almost as good as regular Infantry on the defensive.
Infantry: 1 IC for 2,500. These are regular forces, well organized and trained, capable of competently acting on the offensive or defensive.
Light Tanks: 1 IC for 100. The basic tank, with thin steel armor and a light gun, but a relatively mobile engine.
Medium Tanks: 1 IC for 50. A decent all around tank, well suit for armored warfare.
Crusader: 1 IC for 50. British Medium tank, stronger than regular medium tanks, and can only be built by nations part of the British Commonwealth.
Panzer II: 1 IC for 40. German Medium Tank, one of the strongest medium tank currently capable of being produced. Can only be built by nations receiving aid from Germany
S-35: 1 IC for 50. French Medium Tank, a middle ground between the Crusader and the Panzer II. Can only be built by nations receiving aid from France.
T-29: 1 IC for 30. Easily the best tank available in North America currently. Can only be built by Alaska and nations receiving aid from Russia
Armored Comparison: Light Tank<Medium Tank<Crusader<S-35<Panzer II<T-29
Navy:
Submarine: 1 IC for 3. A submersible vessel, best for plaguing merchant and supply convoys.
Destroyer: 1 IC for 3. A protective ship, suitable for patrolling the sealanes and combating the submarine threats.
Light Cruiser: 1 IC for 2. A ship with moderately heavy guns, still more geared toward anti-submarine warfare.
Heavy Cruiser: 1 IC for 1. A ship with heavier guns and armor than the Light Cruiser, but reduced speed, most effective for supporting Battlecruisers and Battleships in major surface fleet actions.
Battlecruiser: 2 IC for 1. A poor man's Battleship, suitable for heavy combat on the open ocean.
Aircraft Carrier: 3 IC for 1. The newest development in naval warfare. These come with carrier based planes but have yet to prove themselves in open battle.
Battleship: 4 IC for 1. The Pride and joy of a nation, capable of blasting aside virtually any other ship in open fighting.
Air Force:
Wright-191: 1 IC for 100. The basic fighter aircraft used by American nations, can be built by any nation in North America.
Hurricane: 1 IC for 100. Basic fighter aircraft used by the Commonwealth of the British Empire, superior to the Wright-191. Can only be built by members of the Commonwealth.
MB.52: 1 IC for 100. Basic fighter aircraft used by France for air superiority roles. Can only be built by nations receiving aid from France.
Zeros: The Best fighter available in North America. Can only be built by nations receiving aid from Japan
Wright-298: 1 IC for 25. Basic Heavy Bomber for American nations, can be built by any American nation.
Lancaster: Basic Heavy Bomber for Commonwealth nations, can only be built by nations part of the British Commonwealth.
Fighter Comparison: Wright-191<Mb.52<Hurricane<Zero
Bomber Comparison: Wright-298<Lancaster
Fighter-Bomber Comparison: Stuka
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 30 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.
Another use for Public Spending is great works or projects. These can be anything from socialistic Five-Year Plans or the construction of a national railroad. Canals would also fall under this. To start a project, simply inform me of the objective, and Ill inform you of the cost and time it takes to complete. Please be warned that not every project will succeed in its objectives.
Private Enterprise
Private Enterprise is the most essential aspect for a long term game plan. Private Enterprise is the only type of IC which can be used for research. This is because within the nineteenth century most major advances were done by private individuals. Also, the more investment you have in Private Enterprise, the more likely your industry will grow over time.
Military and Its Use
Warfare
Time within this NES covers years, and wars can be won in a year or less. I must ask that when you send orders, describe 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.
If you possess MSN Instant messaging and happen to be online at the same time I am while updating, I will occasionally allow a more interactive way of managing warfare, conducting the war over MSN This could be considered biased, but oh well.
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, Prussia 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.
Mobilization
If the situation appears desperate in the midst of a war, or if youd prefer to throw your full force against the enemy, you can mobilize reserves. Essentially, this creates a certain amount of Reserve Divisions, which are slightly less effective than Infantry Divisions. These are not subordinate to upkeep and depend on your nations estimated population and the style of your government. To mobilize you merely have to say in your orders to mobilize the reserves. As a warning, large losses in reserves will have an adverse effect on your Dissent.
Research
Research can only be conducted through Private Enterprise. Please see the Tech Tree below for specific costs and effects of technology. Also, the Tech Tree is set, and determined pursuit of different trees could lead to a dramatically different world than the one in which we live today.
Techs can only be shared through means of blueprints. Unlike in The World Turned Upside Down technology cannot be shared directly. However, blueprints can be provided to reduce the costs of researching technology. These reductions will be determined based on how many people had previously researched the technology.
UUs
There will be UUs in this nes. Please describe to me what it is, and I will inform you of the cost
-World Powers-
These outside nations represent the great powers of global politics. These nations can support you in a multitude of ways from direct military intervention to economic aid to technological support and military designs.
The United Kingdom provides special aid to nations who agree to become part of the Commonwealth. They will freely provide all modern technology designs, military troops in case of war, and continuous economic boosts. The downside is that if the United Kingdom goes to war, they will take your army to fight across the world.