Superpowers NES

Joined
Mar 3, 2002
Messages
12,050
Location
Bay Area, California
*Before you start to go off, this is not meant to be accurate. It is how it is, and is that way for fun. Join, and enjoy the fun.

*This is sort of based off of Stalin006’s Neo Nes V: Superpowers.

*For those who read my previous rules, I altered the upkeep system a bit to make it both easier and less costly. I suggest rereading it.
BACKGROUND

In 2013 there was a Great Depression that rocked the world’s powers, including the United States, Japan, and, to a lesser extend, the European Union. The depression lasted nearly 10 years, greatly damaging the old order of the world. In the ashes arose a new, more diversified world stage with superpowers across the globe and war very common.

With the fall of the American world, we enter a new one, stratified and divided. In every continent there is at least one nation, bent on expansion, who vies to replace the USA as the dominant power.

The year is 2030. Will you restore the new world order through blood and iron, or will your build something new, something better that the poor peoples of the past so greatly deserve. You have entered the world of the SUPERPOWERS.

RULES

Here are some example stats. I will go line-by-line and explain the rules for each stat. IGNORE DECIMAL IN THE SOLUTION. I am saying that now so whenever you do any kind of calculations, ignore the decimal, even if it is 1.3 or 1.7, for the sake of the game its 1.

UNITED SOCIALIST STATES OF AMERICA
GOVERNMENT: Communism
PLAYER: npc
ECONOMY: 24c – 15c upkeep + 3c stability = 12c
TREASURY: 10c
ARMY:
1. 1ST ARMORED DIVISION // 3 mech. infantry companies, 5 armored battalions, 2 artillery batteries, 5 attack gunships // No Spec. // Regulars // (Upkeep: 0)
2. 2ND ARMORED DIVISION // 3 mech. infantry companies, 5 armored battalions, 2 artillery batteries, 5 attack gunships // Desert // Veterans // (Upkeep: 2)
3. 1ST MOTOR RIFLE DIVISION // 5 mech. infantry companies, 2 armored battalions, 5 artillery batteries, 5 attack gunships // Tropical // Elites // (Upkeep: 3)
NAVY:
1. PACIFIC FLEET // 2 supercarriers, 10 destroyers, 1 aegis, 8 nuclear subs // Veterans // (Upkeep: 2)
2. ATLANTIC FLEET // 2 supercarriers, 10 destroyers, 1 aegis, 8 nuclear subs // Veterans // (Upkeep: 2)
3. HIGH SEAS FLEET // 3 supercarriers, 15 destroyers, 2 aegis, 10 nuclear subs // Regulars // (Upkeep: 3)
AIR FORCE:
1. 1ST AIR WING // 5 bombers, 10 fighters, 5 fighter/bombers // Regulars // (Upkeep: 1)
2. 1ST STRAT. WING // 15 bombers, 5 fighters, 5 fighter/bombers // Veterans // (Upkeep: 2)
STABILITY: 80% (+3c)
TECHNOLOGY RESEARCH:
Stealth Fighters (2/10)
TREATIES:
Treaty of Panama – defense pact with Panama.
Open Borders Agreement with Empire of Mexico
Treaty of Tokyo – Mutual Protection Pact with the Japanese Empire
Pacific Pact – Mutual Protection Pact with the PRC
RIVALS:
Russian Federation
European Union
Republic of Oceania

So the stats are few and relatively easy to explain. So here we go.

Government

The stat is quite self explanatory. Your people tend to be more sympathetic towards nations that share the same government as you, though there are exceptions when you are at war with someone, etc. Representative governments with shared branches of power will be acknowledged in this NES, as well as elections and so forth. Though for the pretenses of this game, all parties are somewhat militaristic.

Economy

This where you see a very simple formula worked out to give you the amount of credits you can spend each turn. The first number is your gross income, simply a sum of all the cities you control, including upgraded metropolises. Upkeep from your military is then subtracted. Finally, you see another value coming from the stability stat of your nation (more on that later). This can either be a positive or negative number. The solution at the end is the amount you can spend this turn on new units, tribute, or anything else you would want to spend money for. You may have a negative number at the end, in which case you will either have to make up for it with money from your treasury, or, if you don’t have any money in your treasury, you can borrow from creditors.

You can also earn extra income by converting your cities into metropolises. Metropolis cities give you +2c a turn instead of +1c. The cost is half your turns income to turn one city into a metropolis.

Treasury

Quite simple as well. This is where the credits you don’t spend each turn go. You can put as many credits you want here. You may also go negative in your treasury, resulting either from a negative economy or just because you needed extra money ontop of a positive income. This represents your government borrowing from creditors in your country. You can only go a maximum of 3x your regular income. If your income drops suddenly and you find yourself in debt further than you are allowed, it is highly recommended that you rectify it. Every 5 turns you are in the red (kept track in brackets) you are charged a 10% interest fee, which is added to your debt, with a minimum charge of 1c. You may be in the red as long as you want, but if you exceed your limit you will be forced out of office and your country will go through a revolution (you will have to start from scratch).Also, every time you are charged an interest fee, your stability will decrease by 5%. You can not use debt money to fund research.

Military

Your military is divided into army, navy, and air force. Each branch has its own set of units that you may purchase each turn, with their own individual costs. A list of current units to purchase are on the front page. Each branch is further divided into separate armies, fleets, and wings, which you can name yourselves. These are listed, and their corresponding number will be placed on the map to indicate where they are (armies and navies in numbers, wings in letters according to their place in alphabet (1st wing will be an a on the map, 2nd will be a b, and so on). You may move them each turn. The distance a division can move is marked in the upper right corner of the map. One fleet may carry only one division at a time, and may move 4 quadrants (diagonal okay) a turn. A wing can only operate within the parameters shown in the upper right corner of the map while in battle, but may move to anywhere on the map during a given turn, so long as they aren’t engaged in battle.

Furthermore, each army can be specialized in a certain terrain to fight. Your choices are: arctic, alpine, desert, tropic, forest, aerial assault or amphibious assault. It costs 10c to specialize an army in any terrain. Each army can only be specialized in one terrain, but you may change specialization whenever you want by paying another 10c. When specialized, the army fights slightly better when in that terrain. They also fight slightly worse when in any other terrain. An upkeep of 1c per specialized army is added. In the case of the aerial and amphibious assault specialties, its best to also have those special units (marines and paratroopers) in your army as well, perhaps even having special divisions made just for these types of assaults to pave the way for your heavier divisions.

Training for each army is also present. There are 4 levels of training: Green, Regulars, Veterans and Elites. When an army, wing, or fleet is first created, it is Green. To upgrade from Green to Regular, it costs 10c. To upgrade from Regular to Veteran, it costs 20c, and to upgrade from Veteran to Elite, it costs 30c. I take training seriously when I do battle results, and is very important. There is also upkeep for each level, added to the army, wing or fleet. For Regular and Green training, the upkeep is 0. For Veteran, it is 1c per army/fleet/wing, and for Elite its 2c.

Upkeep is calculated for each branch, and further broken down to each army, fleet, and wing. The way it is figured is simple. For each army, I add up the number of units in the army, and for every 10 units after 20 I add 1c, with a minimum of 1c. So if you have 19 units in an army, you don’t pay upkeep, but if you have 20, 21 or any amount up to 29, you pay 1c, and 30 you pay 2c, etc. So with our example, there are 15 units in the 2nd Armored Division, so the initial upkeep is 0. Then if there is any specialization training, I add 1c. Since there is a desert specialization, I add 1c, so the upkeep is now 1c for this army. And since it is veteran status, I add another credit to upkeep, making it a total of 2c for this army.

I repeat this method for every wing and fleet (minus the specialization, that is only in armies), though with a slightly different number. For fleets, every 2 supercarriers cost 1c for upkeep, with a minimum of 1c. So if you have 1 Supercarrier, it will cost 1c, 2 carriers will cost 1c, but 3 will cost 2c, and so on. Then it is like the army, every 10 units after 20 costs 1c. Same with wings.

So essentially an army or wing or fleet can have 0 upkeep if it is small enough, or be very expensive if it is highly specialized and trained. Fleets in particular get expensive with supercarriers, and that is why only large powers have many numbers of them. To create a new army/fleet/wing, it costs 10c. When an army is invading enemy territory, it will double the upkeep, with a minimum upkeep of 2c. I know this upkeep seems all very difficult and may make some people shy away from the game, but I hope you realize this will all be done on my end, and so you have to only worry about it slightly.

New military units can only be developed in lands that are developed enough to do it. What I mean by that is you cannot build a supercarrier in the Falkland Islands. I do not have a list of cities that are capable of building these things, rely on common sense. MOST cities can produce these units, but not things like small island archipelagos. If it is questionable, ask me.

Civil unrest will take place in occupied territories, and even home territories if things are bad enough. You may want to invest in the future in these new "Military Police battalions" that will occupy these territories and help suppress rebellion. These cost 1c each, and can only act in a defensive manner (no offense!). They are never a part of armies, they remain separate entities. Territories more prone to rebellion are larger territories (both land and population), territories where the people are vastly different from your own, and particularly bad fights. Cities affected by a rebellion will be deducted from your income. Particularly strong rebellions may need the attention of your regular forces. I will wait about three turns before implementing this rule on already-occupied territories.

Stability

Its one of my favorite stats. It really can also be called an approval rating, but I went with stability for its all-encompassing definition. Basically this is the only other place you can earn an income (other then cities and tribute). You can also lose money here. Here is how it works.

The stability rating is based on the view your people have of your nation, and reflects their overall confidence and thus economic productivity.

The amount you get from stability is simple. For every 5% over 50, you gain +1c, and for every 5% below 50 you lose a credit. So with stability of 80, USSA gains 6c a turn. If he would drop to just 79, then he would only earn 5c. anything from 46-54 is neutral, you don’t gain and you don’t lose anything. If you happen to be above 95, you get an extra 1c, and if you are at 100 (highly unlikely), you gain a bonus of 5c on top of the 10c you would be earning normally.

Technology is where the technologies you are currently researching or are done researching is listed. You may research as many technologies at a time as you like. More on technology in the technology section of the front page.

Some Example Military Orders…

You don’t need to include detailed description of battle plans and tactics or whatnot, just big-picture strategy. For example, if I were the USSA invading Canada, my orders might look something like this:

First Motor Rifle division will move out from New York to reach Toronto from the north, while my 2nd Air Wing will provide air cover from its base in Detroit. The 1st Armored division will then drive up north from Detroit and meet the Motor Rifle Division near Toronto to surround the city and capture it.

You may include more strategy such as naval bombardments etc, but don’t be too specific. General strategy will be fine, the rest will be determined by your generals, which are determined from your training and experience.

Some FAQ

So what do we do with all those small gray nations, and how do invasions work?

This is a good question. This world is full of war, so it is not at all weird for a superpower to invade a neighbor of theirs. This is a good way (almost only way) to increase your credits. A neutral nation will fight back and you will take casualties according to many factors (how strong neutral nation is, how strong your own forces are, terrain, etc. A neutral nation will almost NEVER accept peace where they lose some territory (its either you invade them fully or you withdraw). You gain income from a city only when the nation is completely subdued. In the case of Player v. Player, when you capture a city neither you nor its original owner can earn money from it until there is peace.

Please do not send out dozens of “will you join us peacefully?” questions to your neutral neighbors. Only when you have a REALLY good reason, and I mean REALLY good, will they accept (such as a VERY obvious impending invasion of a rival nation and you are strong enough to protect them). Your government has a lot to do with this too.

I'll take over Korea (united, I suppose?)

Unfortunately the gray, neutral nations are not allowed to be taken. You can never create a new nation out of them or out of your own territory.

What about all those small island nations, do they have a value?

Yes. I try to give every nation in the world at least one city, so at least one credit value. I will provide a list on the front page of what island chains give you credits.

Can cities (credits) be destroyed or created?

Yes. For a city to be destroyed, it will take immense fight, and I mean immense, and it won't happen in one turn. Unless of course you nuke it :). Cities cannot be created by you, they will randomly spring up according to the game dynamics and part of a random generator. They will be rare, and don't ask me or work towards it. You really have little control over where and when these things happen. Though do know that if a city is destroyed, there is a good chance it will rise again in the future, if allowed.



RULE ADDITIONS PLEASE READ

UNIT LIST

Infantry Division: This is your standard unit, a division (which consists of 5,000 men) of infantry lightly armored and equipped with light weapons. Cost: 1c

Paratrooper Division: Better fighters than infantry divisions but less mobile on the ground as mechanized divisions, these guys are best when they are dropped from a plane and surrounded. Cost: 3c

Marine Division: These will probably rival the paratroopers for the best soldiers in your army. Make sure to have an amphibious assault specialty to fully take advantage of their skills. Cost: 3c

Mechanized Infantry Division: These are upgraded infantry divisions, supported by troop transports, ATVs, Humvees, and other small guns. Cost: 3c

Armored Battalion: These are your tanks, which do well against other tanks and mechanized forces. They are best when combined with infantry. Cost: 5c.

Artillery Battery: Contains short and long-range ballistics, including surface-to-surface cruise missiles, anti-air and the conventional artillery guns. Cost: 4c

Gunship Squadron: Helicopters come in handy for anti infantry and anti tank combat. They are best we grouped with infantry. Cost: 5c



Supercarrier: This is the largest unit you can buy in the game, so expensive that it comes with its own upkeep. But it is the strongest unit, and a testament to how powerful your power is. Cost: 10c

Carrier: This is a scaled down version of the supercarrier, but is still a powerful unit. It holds less and is technologically inferior to the supercarrier. Cost: 7c

Destroyer: These ships are now equipped with sea-to-land missiles, as well as a few conventional guns on deck. They are best to defend carriers from other destroyers and submarines. Cost: 3c.

AEGIS: It is always a good idea to have one or two of these expensive and very defenseless ships in a fleet. They have advanced RADAR and SONAR capabilities, and are usually in direct contact with your space fleet and satellites to call in help. Cost: 8c

Nuclear Submarines: Submarines are best when on the offensive, and just one submarine slipping past a fleet defenses can cause great and costly harm. They also include sea-to-land missiles and can hold tactical nuclear warheads. Cost: 5c.



Bomber: The world’s stratofortress’s and other pan-continental air fleets were destroyed during the revolutions of the great depression, and so we are left only with conventional bombers for now. These are your best bet if you want to decimate cities or bomb other fixed-location units and structures. Very defenseless Cost: 8c

Fighter/Bomber: A hybrid between a bomber and a fighter. These are slower and less maneuverable than fighters, but they carry a small payload of air-to-surface missiles and conventional bombs. Are best to use against moving ground targets, but have capabilities to defend themselves in the air. Great versatile fighters. Cost: 5c

Fighters: These are your conventional fighter jets. They can be used to gain air superiority and defend your troops from air threats. They too can bomb limited ground targets, though poorly. Cost: 4c



Low Yield Tactical Nuke: Tactical nuclear warhead that can be damaging on the battlefield but has limited yield to do much damage to a city. Can by dropped by a bomber, launched from a submarine, or shot from artillery. Cost: 8c.

High Yield Tactical Nuke: This nuclear warhead is larger than the low yield, but still weaker than an ICBM. Has enough yield to do damage to a city and a large battlefield (risk of hurting own forces and high risk for radiation). Can only be dropped by a bomber or launched from a submarine. Cost: 12c.

Missile Silo: This is required to house ICBM missiles. Name a city to build these in (will be built in outskirts of city). Limit of 5 ICBMs per silo. Cost: 10c.

ICBM: This is a high yield nuclear device that can be launched from anywhere and hit anywhere. They are virtually unstoppable until satellites and other high-technology is discovered to stop them. Must be launched from missile silo. Cost: 15c



Space Launching Center: Choose a city (that is represented on the map) where the launching center will be built. They are required for any space-faring nation. This is where you launching your shuttles from. Cost: 30c. REQUIRES SATELLITE WEAPONRY

Space Shuttle: The beginning and most basic piece of your space arsenal. These can be upgraded later on to much deadlier things. But they are the basics for building your satellites. Can only build one per turn per space launching center. Cost: 12c. REQUIRES SPACE LAUNCHING CENTER

Spy Satellite: Gain the extra advantage on the battlefield by knowing enemy troop movements. The more satellites you have, the more accurate your intel. Cost: 15c. REQUIRES AT LEAST ONE SHUTTLE PER THREE SATELLITES FOR MAINTENANCE

Missile Satellite: Lightly bombard enemy locations on the planet, or shoot down enemy satellites in the sky. Can be upgraded with Advanced Satellite Warfare. Cost: 17c. REQUIRES AT LEAST ONE SHUTTLE PER THREE SATELLITES FOR MAINTENANCE

Island Nations and their Worth

For ONE credit each:

Fiji
Maldives
Cyprus
Okinawa

For HALF* a credit each

Solomon Islands
Federated States of Micronesia
Northern Mariana Islands/Guam
Marshall Islands
Kiribati
Vanuatu
New Caledonia
Polynesia (formerly French Polynesia)
Tokelau
Samoa
Tonga
Easter Island
Bahamas
Virgin Islands (both formerly British and American)
Antilles (Formerly Dutch and French)
St. Kitts and Nevis
Guadeloupe
Dominica
Martinique
St. Lucia
Barbados
Grenada
Trinidad and Tobago
Azores
Canary Islands
Adaman/Nicobar Islands
Mauritius
Comoros
Mauritius
Seychelles
Cape Verde
Diego Garcia (former British Indian Ocean Territory)
Falklands/St. George
Kerguelen (formerly French)
Galapagos Islands


*because nothing costs half a credit in the game, you will have to conquer two to get anything worth using.
 

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SUPER POWERS




UNITED SOCIALIST STATES OF AMERICA
GOVERNMENT: Communism
PLAYER: Crezth
ECONOMY: 26.5c – 10c Upkeep - 3c Stability = 13.5c
TREASURY: -79.5 (1/5)
ARMY:
1. 1ST MOTORIZED ARMY // 1 mech. infantry, 1 gunship // No Spec. // Regulars // (Upkeep: 2c)
2. 1ST ARTILLERY BRIGADE // 2 infantry, 2 artillery, 1 gunship // No Spec. // Regulars // (Upkeep: 2c)
3. 1ST ARMORED DIVISION // 1 infantry, 1 armored // Tropical // Regulars // (Upkeep: 2c)
4. 2ND MOTORIZED ARMY // 1 infantry, 1 mech infantry, 2 armored, 1 artillery // No Spec. // Regulars (Upkeep: 2c)
5. CAPITOL DEFENSE FORCE // 5 infantry, 2 mech. Infantry, 1 artillery, 1 gunship // No Spec. // Regulars // (Upkeep: 0c)
NAVY:
1. ATLANTIC FLEET // 1 supercarrier, 1 carrier, 6 destroyers, 1 aegis, 2 nuclear subs // Regulars // (Upkeep: 1c)
2. PACIFIC FLEET // 1 supercarrier, 1 carrier, 2 destroyers, 1 aegis // Regulars // (Upkeep: 1c)
AIR FORCE:
1. FLYING ACES // 1 bombers, 3 fighter/bombers // Regulars // (Upkeep: 0)
2. BALLISTIC BUZZSAWS // 3 fighters, 2 fighter-bombers // Regulars // (Upkeep: 0c)
STABILITY: 33% (-3c)
TECHNOLOGY RESEARCH:
Advanced Mechanics (COMPLETE)
Stealth (10/45)
TREATIES:
North American Socialist Union Pact, October 2030, Signed by ULSR & USSA
OCCUPIED NATIONS:
Puerto Rico, Bahamas, Cuba



UNION OF LATIN SOCIALIST REPUBLICS
GOVERNMENT: Communism
PLAYER: Warhead
ECONOMY: 17c – 2c Upkeep - 2c Stability = 13c
TREASURY: 0c
ARMY:
1. 82.A DIVISIÓN DE INFANTERÍA MECANIZADA //10 infantry, 1 mech infantry, 1 artillery // No Spec. // Regulars // (Upkeep: 0c)
2. PEOPLE’S LIBERATION ARMY // 11 infantry, 5 mech infantry, 2 armored, 1 artillery, 2 gunships // No Spec. // Regulars // (Upkeep: -1c)
NAVY:
1. RED NAVY // 1 supercarrier, 2 nuclear subs // Regulars // (Upkeep: 1c)
AIR FORCE:
1. THE PEOPLE’S LIBERATION AIR FORCE // 2 fighters, 2 fighter/bombers // Regulars // (Upkeep: 0)
MILITARY POLICE
- MEXICO: 2
STABILITY: 38% (-2c)
TECHNOLOGY RESEARCH:
Advanced Mechanics (30/45)
TREATIES:
North American Socialist Union Pact, October 2030, Signed by ULSR & USSA
OCCUPIED NATIONS:
Guatemala, Belize, El Salvador, Honduras, Nicaragua
Costa Rica



ESTADOS UNIDOS DE LATIN AMERICA
GOVERNMENT: Republic
PLAYER: Presidente-General Astartes Sandrez / Shadowbound
ECONOMY: 28c – 2c Upkeep + 6c Stability = 32c
TREASURY: 18
ARMY:
1. 1ST LEGION // 12 infantry, 2 mech. infantry, 1 armored, 1 artillery, 2 gunships // No Spec. // Regulars // (Upkeep: 0c)
2. 2ND LEGION // 11 infantry, 2 artillery, 2 gunships // Tropical // Regulars // (Upkeep: 1c)
3. 3RD LEGION // 12 infantry, 1 armored, 1 gunship // No Spec. // Regulars // (Upkeep: 0c)
NAVY:
1. 1ST BATTLEGROUP // 2 Supercarriers, 2 Carriers, 3 destroyers, 1 nuclear subs // Green // (Upkeep: 1c)
AIR FORCE:
1. 1ST AIR ARMADA // 4 fighters, 3 fighter/bombers // Green // (Upkeep: 0)
MILITARY POLICE
- BRAZIL: 11
- PERU: 2
- PARAGUAY: 1
STABILITY: 83% (+6c)
TECHNOLOGY RESEARCH:
Advanced Genetics (COMPLETE)
TREATIES:
ROP with Bolivia
OCCUPIED NATIONS:
Paraguay, Bolivia, Brazil, Peru



EMPIRE OF NIGERIA
GOVERNMENT: Dictatorship
PLAYER: Muhammadu Abacha/andis-1
ECONOMY: 26c – 1c Upkeep + 4c Stability = 29c
TREASURY:
ARMY:
1. 1ST ARMY // 4 infantry, 6 mech. infantry, 4 armored, 3 artillery, 2 gunships // No Spec. // Regulars // (Upkeep: -1c)
2. 2ND ARMY // 7 infantry, 3 mech infantry, 2 armored, 2 artillery, 1 gunship // No Spec. // Regulars // (Upkeep: 0c)
NAVY:
1. 1ST FLEET // 4 destroyers // Regulars // (Upkeep: 0)
AIR FORCE:
1. 1ST WING // 5 fighters, 6 fighter/bombers // Regulars // (Upkeep: 0)
NUCLEAR ARSENAL
1. OBGOMOSA SILO
STABILITY: 70% (+4c)
TECHNOLOGY RESEARCH:
Nuclear Weaponry (COMPLETE)
Advanced Nuclear Weaponry (COMPLETE)
Guarantee Independence of Dem. Rep. Congo
TREATIES:
MPP with UIS (signed November, 2030)
OCCUPIED NATIONS
Benin, Togo, Cameroon, Equatorial Guinea, Gabon
Cote d’Ivoire, Liberia, Sierra Leone, Guinea, Congo (Republic of)
Burkina Faso



EUROPEAN UNION
GOVERNMENT: Federation
PLAYER: Fuschia
ECONOMY: 35c – 2c Upkeep + 5c Stability = 38c
TREASURY: -1c (4/5)
ARMY:
1. 1ST ARMORED DIVISION // 5 mech infantry, 4 armored, 2 artillery, 2 gunship // No Spec. // Regulars // (Upkeep: 0c)
2. 1ST MOTORIZED DIVISION // 5 mech infantry, 2 artillery battery, 3 gunship // No Spec. // Regulars // (Upkeep: 0c)
3. 1ST AMPHIBIOUS ASSAULT DIVISION // 3 infantry, 1 marine, 2 artillery // No Spec. // Regular // (Upkeep: 0c)
4. SPCDF // 1 marine // No Spec. // Green // (Upkeep: 0c)
NAVY:
1. NORTHERN FLEET // 1 supercarrier, 1 aegis, 3 destroyers, 1 nuclear sub. // Green // (Upkeep: 1c)
2. SOUTHERN FLEET // 2 supercarriers, 1 aegis, 3 destroyers // Green // (Upkeep: 1c)
AIR FORCE:
1. 1ST AIR SUPPORT WING // 2 fighter/bombers, 8 fighters, 4 bombers // Green // (Upkeep: 0)
SPACE FORCES
- SPACE PORT CAYENNE (Cayenne, EU) // 1 Space Shuttle
- 1 SPY SATELLITE
- 1 MISSILE SATELLITE
STABILITY: 75% (+5c)
TECHNOLOGY RESEARCH:
Satellite Weaponry (COMPLETE)
Space Travel (COMPLETE)
Advanced Satellite Weaponry (25/75)
TREATIES:
Treaty of Moscow: Partition of neutral Eastern Europe (January, 2030)
-Signed: Fuschia of the EU, President Vasiliy Aleksandrovich Terentyev of Russia
Non-Aggression Pact, one year (January, 2030)
-Signed: Fuschia of the EU, Amon Savag of the UIS
OCCUPIED NATIONS
Iceland, United Kingdom, Ireland, France, Andorra
Spain, Portugal, Luxembourg, Netherlands, Belgium
Germany, Switzerland, Denmark, Norway, Finland
Austria, Italy, Czech Republic, Croatia, Slovenia, Greece
Cyrpus, Poland, Serbia, Albania, Macedonia
Hungary, Bulgaria, Slovakia



EMPIRE OF JAPAN
GOVERNMENT: Despotism
PLAYER: skizzik
ECONOMY: 26.5c – 2c Upkeep + 2c Stability = 26.5c
TREASURY:
ARMY:
1. NATIONAL ARMY // 4 infantry, 2 mech infantry, 2 armored, 1 artillery // No Spec. // Regulars // (Upkeep: 0c)
2. 31ST MOTORIZED BRIGADE // 4 infantry, 3 mech infantry, 1 gunship // Alpine Spec. // Regulars // (Upkeep: 1c)
NAVY:
1. PACIFIC FLEET // 1 supercarrier, 2 AEGIS, 13 destroyers // Regular // (Upkeep: 1c)
AIR FORCE:
1. NATIONAL AIR FORCE // 3 fighter/bombers, 4 fighters // Green // (Upkeep: 0)
STABILITY: 60% (+2c)
TECHNOLOGY RESEARCH:
TREATIES:
MPP with Russia
OCCUPIED NATIONS:
South Korea, China



RUSSIAN FEDERATION
GOVERNMENT: Federation
PLAYER: President Vasiliy Aleksandrovich Terentyev/das
ECONOMY: 40c – 2c Upkeep + 7c Stability = 45c
TREASURY: 1c
ARMY:
1. 74th MOTOR RIFLE BRIGADE // 1 mech. infantry, 2 armored, 1 artillery, 1 gunship // No Spec. // Regulars // (Upkeep: 0c)
2. 58th ARMY // 1 infantry, 2 mech infantry, 2 armored, 2 artillery, 1 gunship // No Spec. // Regulars // (Upkeep: 0c)
3. 2nd GUARDS TAMAN MOTOR RIFLE DIVISION // 2 infantry, 3 mech. infantry, 2 armored, 1 artillery, 2 gunship // No Spec. // Veterans // (Upkeep: 1c)
NAVY:
1. BLACK SEA FLEET // 1 destroyer, 1 aegis, 2 nuclear subs // Green // (Upkeep: 0)
2. PACIFIC OCEAN FLEET // 1 carrier, 3 destroyers, 1 AEGIS, 2 subs // Green // (Upkeep: 0c)
AIR FORCE:
1. 37th AIR ARMY // 4 bombers, 4 fighters, 2 fighter/bombers // Veterans // (Upkeep: 1c)
MILITARY POLICE
-CHINA: 7 battalions
-UKRAINE: 2 battalions
-MOLDOVA: 1 battalion
-ARMENIA: 1 battalion
STABILITY: 85% (+7c)
TECHNOLOGY RESEARCH:
Genetic Engineering (COMPLETE)
Advanced Genetics (COMPLETE)
TREATIES:
Treaty of Moscow: Partition of neutral Eastern Europe (January, 2030)
-Signed: Fuschia of the EU, President Vasiliy Aleksandrovich Terentyev of Russia
Treaty of St. Petersburg: ROP, NAP and DPP, Indefinite, with Lithuania, Latvia, Estonia (January, 2030)
-Signed: Lithuania, Russia, Latvia, Estonia
Guarantee the Independence of Romania
ROP with Kazakhstan
MPP with Kyrgyzstan
MPP with Japan
MPP with UIS to last 2 years (signed December, 2030)
OCCUPIED NATIONS:
Belarus, Georgia, Ukraine, Moldova, China
Mongolia, Armenia



PEOPLE‘S REPUBLIC OF SOUTH AFRICA
GOVERNMENT: Communism
PLAYER: Charles_li
ECONOMY: 24c – 0c Upkeep + 2c Stability = 26c
TREASURY: 18c
ARMY:
1. EASTERN PEOPLE’S ARMY // 5 infantry, 2 armored, 2 artillery, 1 gunship // No Spec. // Regulars // (Upkeep: 0c)
2. CENTRAL PEOPLE’S ARMY // 3 infantry, 2 mech infantry, 3 paratroopers, 1 gunship // No Spec. // Regulars // (Upkeep: 0)
3. WESTERN PEOPLE’S ARMY // 9 infantry, 4 mech infantry, 3 artillery, 2 gunships // No Spec. // Regulars // (Upkeep: 0)
NAVY:
1. PEOPLE’S NAVY // // Green // (Upkeep: 0c)
AIR FORCE:
1. NATIONAL AIR FORCE // 4 Fighters, 4 fighter/bomber // Regulars // (Upkeep: 0)
STABILITY: 60% (+2c)
TECHNOLOGY RESEARCH:
Nuclear Weaponry (COMPLETE)
Advanced Nuclear Weaponry (COMPLETE)
Genetic Engineering (4/45)
TREATIES:
Guarantee Independence of Kenya
Guarantee Independence of Uganda
Guarantee Independence of Dem. Rep. Congo
OCCUPIED NATIONS:
Namibia, Lesotho, Swaziland, Botswana, Zimbabwe
Mozambique, Malawi, Tanzania, Zambia, Angola
Madagascar



INDIAN EMPIRE
GOVERNMENT: Despotism
PLAYER: Dhjavar Teshnu/Gelion
ECONOMY: 23.5c – 0c Upkeep + 3c Stability = 26.5c
TREASURY: 1.5c
ARMY:
1. FIRST ARMY // 3 infantry, 3 mech infantry, 1 gunships // No Spec. // Regulars // (Upkeep: 0c)
2. SECOND MOTORIZED ARMY // 2 infantry, 1 armored, 3 mech infantry, 1 artillery, 2 gunships, 1 low yield nuke // No Spec. // Regulars // (Upkeep: 0c)
3. THIRD ARMY // 3 infantry // No Spec // Regular // (Upkeep: 0c)
NAVY:
1. DELHI FLEET // 2 destroyers, 1 AEGIS, 2 nuclear subs // Green // (Upkeep: 0)
AIR FORCE:
1. NATIONAL AIR FORCE // 7 fighters, 1 fighter/bombers, 1 bomber // Regular // (Upkeep: 0)
STABILITY: 65% (+3c)
TECHNOLOGY RESEARCH:
Nuclear Weaponry (COMPLETE)
Advanced Nuclear Weaponry (COMPLETE)
TREATIES:
ROP and NAP with Burma, 1 year, signed August 2030
OCCUPIED NATIONS:
Bhutan, Sri Lanka, Bangladesh, China, Maldives



PEOPLE‘S REPUBLIC OF VIETNAM
GOVERNMENT: Communism
PLAYER: NPC
ECONOMY: 12c – 3c Upkeep + 1c Stability = 10c
TREASURY: 0c
ARMY:
1. PEOPLE’S ARMY // 7 infantry, 2 mech. infantry, 6 armored, 4 artillery, 5 gunships // No Spec. // Veterans // (Upkeep: -2c)
2. VIETCONG // 6 infantry, 1 mech infantry, 2 armored, 6 artillery //Tropical // Regulars // (Upkeep: -1c)
NAVY:
1. PEOPLE’S NAVY // 1 carrier, 5 destroyers, 1 AEGIS, 2 nuclear subs // Green // (Upkeep: 0)
AIR FORCE:
1. PEOPLE’S AIR FORCE // 3 fighters, 3 fighter/bombers // Green // (Upkeep: 0)
MILITARY POLICE
- VIETNAM: 3
STABILITY: 55% (+1c)
TECHNOLOGY RESEARCH:
Nuclear Weaponry (24/45)
TREATIES:
Non-Aggression Pact, undetermined length, Indonesia-Vietnam (January, 2030)
-Signed: Terrish of P.R. Vietnam, Masada of Indonesia
Member of the ComIntern Alliance (January, 2030)
OCCUPIED NATIONS:



UNION OF ISLAMIC STATES
GOVERNMENT: Federation
PLAYER: Amon Savag
ECONOMY: 32c – 8c Upkeep + 4c Stability = 28c
TREASURY: -50c (1/5)
ARMY:
1. ARMY ONE // 8 infantry, 2 mech infantry, 1 armored, 1 artillery, 1 gunship // No Spec. // Regulars // (Upkeep: 0c)
2. ARMY TWO // 2 infantry, 1 gunship // No Spec. // Green // (Upkeep: 2c)
3. ARMY THREE // 10 infantry, 1 artillery // No Spec. // Regulars // (Upkeep: 0c)
4. TASKFORCE BALLS // 3 infantry, 2 mech infantry, 1 armored, 2 gunships // No Spec. // Regulars // (Upkeep:2c)
NAVY:
1. THE MIGHTY FIST OF ALLAH WHO CRUSHES THE INFIDEL // 2 supercarriers, 8 destroyers, 1 AEGIES, 3 subs (2 tactical nukes) // Veterans // (Upkeep: -2c)
AIR FORCE:
1. THE ENFORCEMENT OF ALLAH’S WILL // 6 fighters, 6 fighter/bombers, 2 bombers // Elite // (Upkeep: 2c)
MILITARY POLICE
- TURKEY: 3
NUCLEAR ARSENAL
1. CENTRAL LIBYA SILO
-2 ICBMs
STABILITY: 70% (+4c)
TECHNOLOGY RESEARCH:
Advanced Genetics (COMPLETE)
Nuclear Weaponry (COMPLETE)
TREATIES:
Non-Aggression Pact, one year, UIS-EU (January, 2030)
-Signed: Fuschia of the EU, Amon Savag of the UIS
MPP with Nigeria (signed November, 2030)
MPP with Russia to last 2 years (signed December, 2030)
OCCUPIED NATIONS
Pakistan, Iraq, Kuwait, Syria, Saudia Arabia
Qatar, Oman, Yemen, UAE, Jordan
Lebanon, Israel, Egypt, Libya, Tunisia
Algeria, Morocco, Western Sahara, Sudan
Eritrea, Djibouti, Mauritania



FEDERAL UNION OF SOUTH EAST ASIAN STATES
GOVERNMENT: Democracy
PLAYER: Masada
ECONOMY: 26c – 3c Upkeep - 1c Stability = 22c
TREASURY: -10c (3/5)
ARMY:
1. TNI AD – SUKARNO // 5 infantry, 2 artillery, 5 gunships // Tropical // Veterans // (Upkeep: 2c)
2. TNI-AD – SUHARTO // 2 mech. infantry, 1 armored, 1 artillery, 1 gunship // No Spec. // Regulars // (Upkeep: 0c)
3. UNI AD – MALATHAR // 3 paratroopers // No Spec. // Regulars // (Upkeep: 0c)
NAVY:
1. TNI-AL – JAVA // 1 carrier, 3 destroyers, 2 aegis, 5 nuclear subs // Veteran // (Upkeep: 1c)
AIR FORCE:
1. TNI-AU – ACEH // 3 fighters, 5 fighter/bombers // Regular // (Upkeep: 0)
MILITARY POLICE
- Laos: 10
STABILITY: 42% (-1c)
TECHNOLOGY RESEARCH:
Satellite Weaponry (COMPLETE)
TREATIES:
OCCUPIED NATIONS
Malaysia, Brunei, Philippines, Laos



PACIFIC UNION
GOVERNMENT: Democracy
PLAYER: BananaLee
ECONOMY: 29.5c – 4c Upkeep + 5c Stability = 30.5c
TREASURY: 22.5c
ARMY:
1. 47 MECH DIVISION // 8 mech. infantry, 6 armored, 6 artillery // No Spec. // Regulars // (Upkeep: 0c)
2. 24 MECH DIVISION // 4 marines, 3. mech infantry, 1 armored, 1 artillery, 1 gunship // No Spec. // Regulars // (Upkeep: 0c)
3. 2 WEST PAC REGIMENT // 5 marines, 3 gunship // Amphibious Assault // Regular // (Upkeep: 1c)
NAVY:
1. FORCE B // 2 supercarriers, 5 destroyers, 2 aegis // Elite // (Upkeep: -3c)
2. FORCE L // 1 carrier, 3 destroyers // Green // (Upkeep: 0c)
3. FORCE Z // 1 carrier, 3 destroyer // Green // (Upkeep: 0c)
AIR FORCE:
1. LXI WING ROAF // 3 fighters, 3 fighter/bombers // Green // (Upkeep: 0c)
STABILITY: 75% (+5c)
TECHNOLOGY RESEARCH:
Advanced RADAR (COMPLETE)
TREATIES:
OCCUPIED NATIONS
New Zealand, New Caledonia, Vanuatu, Fiji, New Guinea,
Tonga, Solomon Islands, Cook Isles, Micronesia, Samoa
French Polynesia, Kerguelan Islands, Marshall Islands, Kiribati, Taiwan
Reunion, Easter Island, Mauritius, Seychelles



MINOR POWERS


CANADA
GOVERNMENT: Constitutional Monarchial Federation
ECONOMY: Strong
MAJOR TRADING PARTNERS: EU, USSA, EULA
MOST INFLUENCED BY: EU
ARMY: 10 infantry, 5 mech infantry, 7 armored, 4 artillery, 9 gunship
NAVY: 1 carrier, 10 destroyers, 1 AEGIS, 5 nuclear subs
AIR FORCE: 6 fighters, 5 fighter/bombers, 5 bombers

REPUBLIC OF CHILE
GOVERNMENT: Republic
ECONOMY: Moderate
MAJOR TRADING PARTNERS: EULA, Pacific Union, EU
MOST INFLUENCED BY: EULA
ARMY: 10 infantry, 10 mech infantry, 5 armored, 5 artillery, 5 gunship
NAVY: 5 destroyers, 5 submarines
AIR FORCE: 3 fighters, 3 fighter/bombers

DEMOCRATIC REPUBLIC OF CONGO
GOVERNMENT: Republic
ECONOMY: Weak
MAJOR TRADING PARTNERS: EU, Nigeria, UIS
MOST INFLUENCED BY: Nigeria
ARMY: 10 infantry, 1 mech infantry, 4 artillery, 1 gunship
NAVY: 5 submarines
AIR FORCE: 2 Fighters

REPUBLIC OF KAZAKHSTAN
GOVERNMENT: Dictatorship
ECONOMY: Moderate
MAJOR TRADING PARTNERS: Russia, China, EU
MOST INFLUENCED BY: Russia
ARMY: 25 infantry, 4 mech infantry, 2 armored, 2 artillery, 2 gunship
NAVY: n/a
AIR FORCE: 2 fighters

DEMOCRATIC PEOPLES REPUBLIC OF KOREA
GOVERNMENT: Communist dictatorship
ECONOMY: Weak
MAJOR TRADING PARTNERS: China, USSA, Vietnam
MOST INFLUENCED BY: USSA
ARMY: 20 infantry, 5 mech infantry, 5 armored, 5 artillery, 3 gunship
NAVY: 5 destroyers, 10 submarines
AIR FORCE: 5 fighters

KINGDOM OF SWEDEN
GOVERNMENT: Constitutional Monarchy
ECONOMY: Strong
MAJOR TRADING PARTNERS: Russia, EU, USSA
MOST INFLUENCED BY: EU
ARMY: 10 infantry, 6 mech infantry, 6 armored, 2 artillery, 7 gunship
NAVY: 1 carrier, 5 destroyers, 5 submarines
AIR FORCE: 5 fighters, 2 fighter/bombers

KINGDOM OF THAILAND
GOVERNMENT: Constitutional Monarchy
ECONOMY: Moderate
MAJOR TRADING PARTNERS: Vietnam, FUSEAS, Pacific Union
MOST INFLUENCED BY: Vietnam
ARMY: 7 infantry, 4 mech infantry, 2 armored, 3 artillery, 3 gunship
NAVY: 5 submarines
AIR FORCE: 5 fighters

REPUBLIC OF TURKEY
GOVERNMENT: Republic
ECONOMY: Weak
MAJOR TRADING PARTNERS: EU, Russia, India
MOST INFLUENCED BY: Russia
ARMY: 5 infantry, 5 mech infantry, 1 armored, 2 artillery
NAVY:
AIR FORCE:

BOLIVARIAN REPUBLIC OF VENEZUELA
GOVERNMENT: Federal Republic
ECONOMY: Moderate
MAJOR TRADING PARTNERS: EULA, EU, USSA
MOST INFLUENCED BY: EULA
ARMY: 15 infantry, 7 mech infantry, 3 armored, 5 artillery, 5 gunship
NAVY: 8 submarines
AIR FORCE: 5 fighters, 5 fighter/bombers


 
TECHNOLOGY


(note: technology cannot be traded.)


MECHANICS AND ENGINEERING

Advanced Radar: Equips all your forces with advanced visions radar, increasing their quality and defenses. Greatly boosts the effectiveness and efficiency of naval and air vessels. Cost: 45c

Advanced Mechanics: Improves the manufacturing and efficiency of the machines of the armed forces. Operation of tanks, planes, guns and ships are all increased. Cost: 45c

Stealth: Re-equips all of your air force with new stealth technology, greatly raising its ability to evade enemy fighters and ground defenses. Cost: 45c.

Long-Range Bombers: Ability to build bombers that can reach targets a continent away. Cost: 30c, requires Advanced Mechanics

Cloak: New technology that wraps light around whatever the cloaking device is attached to, increasing its ability to evade detection. Cost: 75c, requires stealth.

BIOLOGY AND GENETICS

Genetic Engineering: Ability to genetically engineer your soldiers to make them faster and stronger. Cost: 45c

Advanced Genetics: Advances your ability to genetically engineer your soldiers. Cost: 30c. Requires Genetic Engineering.

Cloning: Allows the building of clone soldiers, which cost less to build. Cost: 45c. Requires Advanced Genetics.

Advanced Chemistry and Biology: Further study into biological and chemical agents and their ability to be used in warfare. Cost: 50c.

Germ Warfare: Opens up to the development of biological weapons, most useful when attacking a broad population such as a city or large army. Cost: 50c, requires Advanced Chemistry and Biology.

Chemical Warfare: Gives the ability to build chemical warheads. They are less powerful then biological weapons, but can be pinpointed for certain battlefields and strategy. Cost: 45c, requires Advanced Chemistry and Biology.

TECHNOLOGY AND OUTER SPACE

Satellite Weaponry: Needed to build a launchpad and space shuttles. Opens up the possibility to begin building your satellite fleet, which can provide defenses against ICBMs and can also be used to barrage enemy targets. Cost: 75c

Advanced Satellite Warfare: Opens up the possibility for more powerful offensive satellite weaponry, as well as space stations. Cost: 75c, requires Satellite Weaponry.

Space Travel: Opens up the possibility to build a space fleet to both explore galaxies, fight other space fleets, and much more. Cost: 30c, requires Satellite Weaponry.

Space Colonization: Set up military bases or colonies on the moon, Mars, or other planets within our solar system. Cost 75c, requires Space Travel.

Advanced Software Development: Leads the the possibility of researching further tech for technological warfare. Cost: 45c.

Virus Development: Allows for the development of computer virus that can be unleashed on an enemy to weaken their defenses. Cost: 65c, Requires Advanced Software Development.

NUCLEAR TECHNOLOGY

Nuclear Weaponry: Allows the construction of tactical nukes, which are nukes with a lighter payload (may not destroy larger cities), and may only be deployed from a bomber or shot from a submarine. Cost: 45c

Advanced Nuclear Weaponry: Allows the building of ICBMs, which, once housed in a bunker, can reach any location on the globe. Cost: 45c.Requires Nuclear Weaponry.
 
HISTORY

January, 2030. International Headline: USSA INVADES CANADA

Feburary, 2030
International Headline: REPUBLIC OF PAMPAS DECIMATES BRAZILIAN AIR FORCE, NEW WAR BEGINS
Other notes:
-ComIntern created, alliance between PRC, USSA, DPRK, Cuba
-USSA retreats from Canada.

March, 2030
International Headline: BRASILIA IN RUINS, BRAZILIAN FIRST ARMY SURROUNDED
Other notes:
-India engages China in Burma
-Russia victorious in Ukraine
-India develops nuclear weapons

April, 2030
International Headline: MONTES CLAROS UNDER SEIGE, BRAZILIAN ATTEMPT AT RELIEF FAILS
Other notes:
-USSA invades ComIntern-member Cuba
-Chinese forces in trouble in Burma
-Japan again invades South Korea

May, 2030
International Headline: PAMPAS RENAMED TO EULA, STRIKES MONUMENTAL VICTORY AGAINST BRAZILIAN FORCES
Other notes:
-Chinese Southern Army breaks through Burmese lines, heads for coast
-Russia holds Central Asian Conference to reach a common goal towards China.
-Japan advances in S. Korea.

June, 2030
International Headline: THE DRAGON AWAKENS, BUT AS CHINA FIGHTS BACK RUSSIAN FORCES POUR INTO NORTH
Other notes:
-Seoul falls to Japanese forces
-Brazil is pushed further back by EULA
-Mexico surprise-attacks the USSA, invades California
-Vietnam invades Philippines.
-India, Thailand, Exiled Laotian Gov't, Cambodia and Philippines form trade pact, SEAS

July, 2030
International Headline: THE GREAT EASTERN WAR CONTINUES
Other notes:
-FUSEAS created, Filipino Congress and Laotian ruling government held hostage, SEAS dissolved from reckless Indonesian moves.
-Brazil is conquered by the EULA
-Mexicans halted at San Francisco, stalemate in on the seas.
-Oceania announces the Pacific Union.
-EU finished Satellite research.

May, 2030
International Headline: PAMPAS RENAMED TO EULA, STRIKES MONUMENTAL VICTORY AGAINST BRAZILIAN FORCES
Other notes:
-Latvians ratify Treaty of St. Petersburg
-Russia holds Central Asian Conference
-Chinese Southern Army makes for Burmese coast


INTERNATIONAL ALLIANCES AND PACTS

Treaty of St. Petersburg
Date Established: February 2030
Type: DPP, ROP
Signed by Russia, Lithuania, Latvia
 
Its been taken Kentharu. See the preview thread.


EDIT:

Also, everyone PLEASE double check your income with the map (one city=one credit) to make sure I got the count right.

EDIT2: Also, after the first update everyone will get a PM with their nation's short and long term goals. More on this after the update.
 
The EU is ready to conquer the rest of Europe. ;)

EDIT: Weren't you going to allow us to customize our military for the beginning or something of that sort?
 
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