Nuke Nes: America Unificia

Nuka-sama

See ya! It has been a fun decade!
Joined
Jan 27, 2006
Messages
9,473
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 I’ll 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 you’d 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 nation’s 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.
 
Map, 1930

 
Alaska
Autocracy: Conservative
Capital: Anchorage
Dissent: 30%
Nationality: Russian
Base IC: 3
Military Spending: 1
Public Spending: 1
Private Enterprise: 1
Army: 50,000 Infantry, 60 T-29s
Army Quality: 4
Navy: 10 Destroyers, 20 Submarines
Navy Quality: 4
Air Force: 100 Wright-191s, 50 Wright-298s
Air Force Quality: 4

Columbia
Republic: Liberal
Capital: Vancouver
Dissent: 10%
Nationality: Anglo Canadian, Yankee, Russian
Base IC: 5
Military Spending: 1
Public Spending: 2
Private Enterprise: 2
Army: 60,000 Infantry, 100 Crusaders
Army Quality: 4
Navy: 10 Battleships, 15 Light Cruisers, 20 Destroyers, 20 Submarines
Navy Quality: 4
Air Force: 200 Hurricanes, 50 Lancasters
Air Force Quality: 4

Oregon
Military Dictatorship: Conservative
Capital: Portland
Dissent: 20%
Nationality: Yankee, Anglo Canadian
Base IC: 4
Military Spending: 1
Public Spending: 1
Private Enterprise: 2
Army: 75,000 Infantry, 100 Medium Tanks
Army Quality: 4
Navy: 5 Battleships, 15 Light Cruisers, 20 Destroyers, 20 Submarines
Navy Quality: 4
Air Force: 300 Wright-191s, 100 Wright-298s
Air Force Quality: 4

Bear Flag Republic of California
Constitutional Monarchy: Liberal
Capital: Sacramento
Dissent: 30%
Nationality: Yankee, African, Mexican, Japanese, Chinese
Base IC: 10
Military Spending: 4
Public Spending: 2
Private Enterprise: 4
Army: 100,000 Infantry, 200 Medium Tanks
Army Quality: 4
Navy: 15 Battleships, 20 Light Cruisers, 30 Destroyers, 30 Submarines
Navy Quality: 4
Air Force: 400 Wright-191s, 100 Wright-298s
Air Force Quality: 4


Arizona
Proletariat Dictatorship: Fascist
Capital: Phoenix
Dissent: 10%
Nationality: Dixie, Mexican, African
Base IC: 2
Military Spending: 1
Public Spending: 0
Private Enterprise: 1
Army: 40,000 Infantry, 100 Medium Tanks
Army Quality: 4
Navy:
Navy Quality:
Air Force: 200 Wright-191s, 50 Wright-298s
Air Force Quality: 4
 
Technology

Spoiler :
Military Technology

Military Research Specialization: Reduces All Military Technology costs by 10%. +1 Army Quality. +1 Navy Quality.
Cost: 5
Being Researched by:
Completed by:

Improved Tank Turret: This allows tanks to fire while moving. Never underestimate the value of speed. +1 Army Quality.
Cost: 20
Being Researched by:
Completed by:

Sloped Carrier Decks: This provides significant boosts to jets and other planes taking off from carriers. +1 Navy Quality.
Cost: 10
Being Researched by:
Completed by:

Computerized Artillery Guidance: Improves artillery and missile fire significantly. REQUIRES ELECTRONIC COMPUTERS. +1 Army Quality
Cost: 20
Being researched by: none
Completed by: none

Modern Tanks: The T-80, M1Abrams are the finest samples of modern tanks, this tech allows the construction of expensive Modern Armor Divisions. REQUIRES IMPROVED TANK TURRETS AND ELECTRONIC COMPUTERS.
Cost: 50 IC
Being researched by:
Completed by: None

Aeronautics/Rocketry Technology

Aeronautics/Rocketry Research Specialization. Reduces costs of research for Aeronautics technology by 20%. +1 Air Force Quality.
Cost: 5
Being Researched by:
Completed by:

Helicopter Gunships: Allows construction of Helicopter Squadrons, which act as air to ground specialized forces.
Cost: 20
Being Researched by:
Completed by:

High Altitude Bombers: Think B-52. These guys are invulnerable to most fighters and anti-air systems. +1 Air Force Quality.
Cost: 20
Being Researched by:
Completed by:

Advanced Rocketry: This opens up most advances into rocketry.
Cost: 20
Being Researched by:
Completed by:

Multiple Stage Rockets: This allows rockets with further range than ever before, opening up the potential for man to breach the surly bonds of Earth. REQUIRES ADVANCED COMPUTING MACHINES AND ADVANCED ROCKETRY.
Cost: 30
Being Research By:
Completed By:

Satellites: Putting metal stuff that beeps into space. A vital step for further research into the space race. REQUIRES MULTIPLE STAGE ROCKETS.
Cost: 20
Being Researched by:
Completed by:

Life Sustainable Rockets: Putting people into space, a vital step for the space race. REQUIRES SATELLIES AND HIGH ALTITUDE BOMBERS.
Cost: 30
Being Researched BY;
Completed by:

Reusable Life Sustainable Rockets: Now, not only can you put people into space, they can go further and faster. This tech allows construction of the first Space units, mostly thing along the lines of Apollo ships. REQUIRES LIFE SUSTAINABLE ROCKETS AND ELECTRONIC COMPUTERS
Cost: 40
Being Researched by:
Completed by:

Space Stations: What the title says. REQUIRES REUSABLE ROCKETS.
Cost: 50
Being Researched By; none
Completed by: none

Surface to Air Missiles: This allows at least some form of defense against High Altitude Bombers as well as standard aircraft. REQUIRES ADVANCED COMPUTING MACHINES, ADVANCED ROCKETRY, AND HIGH ALTITUDE BOMBERS.
Cost: 20
Being Researched By:
Completed by:

Air to Air Missiles: This adds a whole new element to air combat, making the new ultimate anti-jet weapon become: jets. +1 Air Force Quality. REQUIRES SURFACE TO AIR MISSILES.
Cost: 20
Being Researched by:
Completed by:

Advanced Spy Satellites: This allows for advanced intelligence gathering and monitoring. REQUIRES SATELLITES AND INFARED.
Cost: 30
Being Researched by: none
Completed by:

Electronic Technology

Electronics Research Specialization: Reduces costs of Electronics Research by 20%. +1 Private Enterprise.
Cost: 5
Being Researched By:
Completed by:

Advanced Computing Machines: This provides slightly smaller and more advanced computers for use, even though they are still a good 10 times the size of a modern computer. +1 Private Enterprise for first researcher. Will open up new technology and is a prerequisite for rocketry techs which follow Advanced Rocketry.
Cost: 20
Being Researched by:
Completed by:

Infrared Technology: REQUIRES ADVANCED COMPUTING MACHINES AND MODERN RESEARCH TECHNIQUES. This opens up night vision technology and new methods of fighting warfare when the sun goes down. Gives +1 Army Quality and will open lines of other research.
Cost: 80
Being Researched by:
Completed By:

Electronic Computers: REQUIRES ADVANCED COMPUTING MACHINES. These are the first vital step to modern computers. Consider these close to 1980s style computers with the first &#8220;monitors&#8221;. Gives +2 Private Enterprise to the first nation to research, +1 Private Enterprise to all that follow.
Cost: 80
Being Researched by:
Completed by:

Miniaturization of Electronics: REQUIRES ELECTRONIC COMPUTERS. This is the vital prerequisite for all the advances of the modern day in computing. If you want Ipods and laptops, this is the first step. Grants +2 Private Enterprise to first nation to research. Gives +1 Private Enterprise.
Cost: 80
Being Researched by:
Completed by: none

Advanced Guidance Systems: Allows missiles and radar to be used more effectively than ever before. REQUIRES ELECTRONIC COMPUTERS. +1 Navy Quality, +1 Air Force Quality.
Cost: 40
Being Researched by:
Completed by:


Alliances
 
Nation list

Alaska-Charles Li
Columbia
Oregon-bestshot9
California
Arizona
Nevada
Montana Union
Desert
Colorado
New Mexico
Texas-Abaddon
Oklahoma
Kansas
Nebraska
Dakota
Canada
Minnesota
Iowa
Missouri
Louisiana
Republic of South Florida
Kingdom of North Florida
Georgia
Carolina
Tennessee
Kentucky
Illinois
Wisconsin-Anonymous2u
Michigan
Indiana
Ohio
Virginia
Maryland
Pennsylvania
New Jersey-D"Artagan58
Rhode Island
Connecticut
New York
Toronto
Ontario
Quebec
Nova Scotia
New Hampshire
Massachusetts

Will edit soon, you can post
 
I'll take my home state of Wisconsin :beer:

Be afraid Illinois be very afraid :trouble:
 
Stutka.....
 
I am Texas.
 
I have a friend expresing intrest in California. Sorry, try again
 
Can we get some stats?
 
Very interested in Illinois if we can get some stats
 
I have a friend expresing intrest in California. Sorry, try again

Hey, that's not fair! Are they even a member in CivForums? ... :cry:

Fine.

Which countries are receiving German Support?

EDIT: Can you please post the power of the Stuka?
 
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