Jason The King
Deity
JNES IV: The Conquest for the World
Ya, I know, I didnt think I would be doing another NES too, with all the civil war orders not being sent in that nearly drove me to my grave. But I find myself with more time on my hands, and with DSL I am now able to get on anytime I wish. Hopefully this will save the NES on this forum
. Also, I vow, if I at least get 1/2 orders in every update, to continue this NES for as long as it may last! I also am doing things a bit different, thus making my life easier! Anyways, here it is:
JNES IV: The Conquest for the World
Background:
After the third and fourth world war, all with in two decades, a very different world emerges. Britain, now slowly regaining power, is becoming a world rival, while United States are slowly running our of natural resources. And in Europe, the French United States dominate the west, and the German and Russian empires the east. Russia, remaining neutral in all wars, is just a tiger ready to be let out of the cage. China and Japan, just exiting after another war with each other, results in nothing but land loss for China in the west.
Rules have been compiled by numerous NESs among this thread, and a couple original ideas by me.
*ALL THAT WILL BE SHOWN ON THE MAP ARE A PICTURE OF 1 SHIP/ARMY, SIGNALLING THAT SOMETHING IS IN THE SEA/PROVINCE, BUT YOU DO NOT KNOW WHAT
Attacking: Attacking, since there will be different units and such, will be a compilation of common sense, training, and a couple dice rolls. Like in UKNESIV, I will not have certain stats be given for each unit. Each unit may only attack once in a turn.
Moving: The same in all NESs (usually), 1 territory/sea per turn. But, as long as the territories are adjacent through land, you may move indefinitely amongst your empire.
Updates will be when everyone has their orders in. There is a limit of time I will wait, however. Also, your orders should specifically state what you are doing, and the cost of the action. Also, please put what continent/ocean in which each province/sea you talk about is. I.e.
Infantry in Mau (afr) attack Mor(afr) (doesnt cost anything)
(each actions should be separated by a space)
Build a factory in Uni(N.A.) (the cost)
You see? Also, for orders that are wrong, if time, I will PM you saying your orders are wrong and ask you to redo them. If no time (i.e. I got all the orders in when I check), then I will ignore the wrecked action.
Each nation does receive initial starting units, based on the past. You will begin with the units in your capital, and on first turn may distribute them. Some nations do not have a Military base on the coast, in which until they do their initial navy is all they can have.
No, not all the nations are equal. Some people like taking the underdog, though! This is for you guys!
Each territory generates different amount of credits, though most will generate 5 credits a turn. If the territory generates more then usual, you will be notified when you conquer it.
You must make your decision on which nation to be by the (none, small, medium, big) description of the military strength of the nation listed below. This corresponds with the amount of that type of military units the nation has. Only when you choose it will I PM you your nations units and positions. Note: All nations start with a small airforce.
NOTE: pay no attention to the small dotted features in some of the territories, it came with the map and is very hard to get rid of! Lol.
When sending in orders and referring to provinces, you must refer to them from the three letters underlined near the province. If there are only three letters for the province, then those are the ones you use.
That is all I can think of for the minute, bring on the questions! Lol. Turn 1 will start when I announce it.
Production centers can be built for however much the province is worth multiplied by 10. You capital and production centers produce double of what the province is worth each turn. Usually is not a good option for high value provinces
Can also lower costs of future constructions. Also, if military base is present, can 1c from a units cost to build it.
Military bases are what you can build to make it so that you can build units from that province. This is only useful to build if you are on another land mass disconnected from your capital. Counts as a docks for coastal cities to make naval units. Costs 25c, but only 15c if production center is in the same province.
Factories produce +2cpt for the territory it is in. There is no limit to the amount of factories each province can have. Costs 30c, or 25c with a production center.
Airbases allow you to land and build aircraft. You CAN NOT build aircraft from your capital, as your capital only has a military base in it. Costs 25c to build, 23c with a production center.
Units: (Classified as Terrible, bad, Mediocre, Great, and Terrific)
Infantry division 3c
Mediocre in defense, bad in attack
Mech. Infantry...5c
bad in defense, Mediocre in attack
Paratrooper 7c
Mediocre in defense, Mediocre in attack, only unit able to drop from air transport jets into an enemy province.
Tank Division 10c
Terrible in defense, Great in attack
Artillery 7c
Terrible in defense, Great in attack, Can bombard from a safe distance
Special Forces 12c
terrible in defense, Mediocre in attack, can with luck destroy a construction
Attack Helicopter 12c
Terrible in defense, great in attack, can cross small bodies of water.
Jet Fighter Squadron 15c
(can move 3 sea/provinces a turn, but if flown over enemy territories, it may have a chance at getting shot down. Must end turn at an airfield/aircraft carrier)
Mediocre defense, bad in attack, great in air defense
Jet Bomber Squadron 20c
(can move 3 sea/provinces a turn, but if flown over enemy territories, it may have a chance at getting shot down. Must end turn at an airfield/aircraft carrier)
Terrible defense, terrific in attack, can bombard but not guaranteed safety
Air transport 5c
(can move 3 sea/provinces a turn, but if flown over enemy territories, it may have a chance at getting shot down. Must end turn at an airfield/aircraft carrier)
Good defense, no attack, can transport 1 unit and can drop paratroopers in a enemy province. Can drop up to 4 paratrooper divisions at once. You CAN NOT make a suicide drop (when the bomber does not have enough moves to make it back to an airfield. )
Nuclear Bomber 30c
(can move 3 sea/provinces a turn, but if flown over enemy territories, it may have a chance at getting shot down. Must end turn at an airfield/aircraft carrier)
Terrible defense, terrible attack, can drop one nuclear bomb on a province
Spy Plane 2c
(can move 3 sea/provinces a turn, but if flown over enemy territories, it may have a chance at getting shot down. Must end turn at an airfield/aircraft carrier)
No attack or defense bonuses. Can scout an adjacent province/sea and Pmed sightings will be initiated
SAM missile batteries 15c
Terrific in defense against air, no stats toward anything else.
ALL SHIPS CAN BOMBARD LAND.
SHIPS MAY BE GROUPED TOGETHER IN FLEETS (5 OR MORE SHIPS), THUS INCREASING ATTACK/DEFENSE
Battleship 25c
Mediocre defense, Terrific attack
Destroyer 15c
bad Defense, Mediocre attack
Aircraft Carrier 30c
Bad Defense, Terrible attack, serves as a airfield on the sea
Transport fleet 10c
Bad defense, no attack, can carry 4 units, excluding jets, nukes, etc.
Nuclear Submarine 30c
Terrible defense, Terrific attack, doesnt show up on map, can hold on TACTICAL nuke
Conventional Submarine 20c
Terrible defense, Terrific attack, doesnt show up on map
ICBM Bunker 50c (can only be made in a province with a military base)
Terrific defense, no attack, can hold 2 ICBM nuclear missiles
ICBM 50c
Wipes out all the structures and units in a given province. Must be launched from a ICBM bunker, and can strike anywhere in the world
Nuclear Missile 30c
Lesser chance of wiping the province free of structures then the ICBM. Can be launched from a ICBM bunker or Nuclear submarine. Can travel only 2 provinces/seas a turn, and must either end up in a bunker or nuclear sub or it will detonate.
UUS WILL APPEAR LATER IN THE GAME WHEN I SEE WHAT KIND OF UNIT EACH NATION FANCYS THE MOST!
Nations:
United Kingdom (light green)
Ruler:
Player:
Medium army
Big Navy
United States (Orange)
Ruler:
Player
Medium army
Medium navy
Argentina (Pink)
Ruler:
Player
Big army
Small navy
France (dark green)
Ruler:
Player
Medium army
Big navy
Germany (dark blue)
Ruler:
Player
Big army
Small navy
Russia (red)
Ruler:
Player
Big army
No Navy
CAR (Central Africa Republic) (brown)
Ruler:
Player
Big Army
No navy
Israel (dark gray)
Ruler:
Player
Medium army
Small navy
China (yellow)
Ruler:
Player
Big army
No Navy
Japan (light blue)
Ruler:
Player
medium army
Big navy
Australia (light gray)
Ruler:
Player
Medium army
Big navy
Ya, I know, I didnt think I would be doing another NES too, with all the civil war orders not being sent in that nearly drove me to my grave. But I find myself with more time on my hands, and with DSL I am now able to get on anytime I wish. Hopefully this will save the NES on this forum

JNES IV: The Conquest for the World
Background:
After the third and fourth world war, all with in two decades, a very different world emerges. Britain, now slowly regaining power, is becoming a world rival, while United States are slowly running our of natural resources. And in Europe, the French United States dominate the west, and the German and Russian empires the east. Russia, remaining neutral in all wars, is just a tiger ready to be let out of the cage. China and Japan, just exiting after another war with each other, results in nothing but land loss for China in the west.
Rules have been compiled by numerous NESs among this thread, and a couple original ideas by me.
*ALL THAT WILL BE SHOWN ON THE MAP ARE A PICTURE OF 1 SHIP/ARMY, SIGNALLING THAT SOMETHING IS IN THE SEA/PROVINCE, BUT YOU DO NOT KNOW WHAT
Attacking: Attacking, since there will be different units and such, will be a compilation of common sense, training, and a couple dice rolls. Like in UKNESIV, I will not have certain stats be given for each unit. Each unit may only attack once in a turn.
Moving: The same in all NESs (usually), 1 territory/sea per turn. But, as long as the territories are adjacent through land, you may move indefinitely amongst your empire.
Updates will be when everyone has their orders in. There is a limit of time I will wait, however. Also, your orders should specifically state what you are doing, and the cost of the action. Also, please put what continent/ocean in which each province/sea you talk about is. I.e.
Infantry in Mau (afr) attack Mor(afr) (doesnt cost anything)
(each actions should be separated by a space)
Build a factory in Uni(N.A.) (the cost)
You see? Also, for orders that are wrong, if time, I will PM you saying your orders are wrong and ask you to redo them. If no time (i.e. I got all the orders in when I check), then I will ignore the wrecked action.
Each nation does receive initial starting units, based on the past. You will begin with the units in your capital, and on first turn may distribute them. Some nations do not have a Military base on the coast, in which until they do their initial navy is all they can have.
No, not all the nations are equal. Some people like taking the underdog, though! This is for you guys!
Each territory generates different amount of credits, though most will generate 5 credits a turn. If the territory generates more then usual, you will be notified when you conquer it.
You must make your decision on which nation to be by the (none, small, medium, big) description of the military strength of the nation listed below. This corresponds with the amount of that type of military units the nation has. Only when you choose it will I PM you your nations units and positions. Note: All nations start with a small airforce.
NOTE: pay no attention to the small dotted features in some of the territories, it came with the map and is very hard to get rid of! Lol.
When sending in orders and referring to provinces, you must refer to them from the three letters underlined near the province. If there are only three letters for the province, then those are the ones you use.
That is all I can think of for the minute, bring on the questions! Lol. Turn 1 will start when I announce it.
Production centers can be built for however much the province is worth multiplied by 10. You capital and production centers produce double of what the province is worth each turn. Usually is not a good option for high value provinces

Military bases are what you can build to make it so that you can build units from that province. This is only useful to build if you are on another land mass disconnected from your capital. Counts as a docks for coastal cities to make naval units. Costs 25c, but only 15c if production center is in the same province.
Factories produce +2cpt for the territory it is in. There is no limit to the amount of factories each province can have. Costs 30c, or 25c with a production center.
Airbases allow you to land and build aircraft. You CAN NOT build aircraft from your capital, as your capital only has a military base in it. Costs 25c to build, 23c with a production center.
Units: (Classified as Terrible, bad, Mediocre, Great, and Terrific)
Infantry division 3c
Mediocre in defense, bad in attack
Mech. Infantry...5c
bad in defense, Mediocre in attack
Paratrooper 7c
Mediocre in defense, Mediocre in attack, only unit able to drop from air transport jets into an enemy province.
Tank Division 10c
Terrible in defense, Great in attack
Artillery 7c
Terrible in defense, Great in attack, Can bombard from a safe distance
Special Forces 12c
terrible in defense, Mediocre in attack, can with luck destroy a construction
Attack Helicopter 12c
Terrible in defense, great in attack, can cross small bodies of water.
Jet Fighter Squadron 15c
(can move 3 sea/provinces a turn, but if flown over enemy territories, it may have a chance at getting shot down. Must end turn at an airfield/aircraft carrier)
Mediocre defense, bad in attack, great in air defense
Jet Bomber Squadron 20c
(can move 3 sea/provinces a turn, but if flown over enemy territories, it may have a chance at getting shot down. Must end turn at an airfield/aircraft carrier)
Terrible defense, terrific in attack, can bombard but not guaranteed safety
Air transport 5c
(can move 3 sea/provinces a turn, but if flown over enemy territories, it may have a chance at getting shot down. Must end turn at an airfield/aircraft carrier)
Good defense, no attack, can transport 1 unit and can drop paratroopers in a enemy province. Can drop up to 4 paratrooper divisions at once. You CAN NOT make a suicide drop (when the bomber does not have enough moves to make it back to an airfield. )
Nuclear Bomber 30c
(can move 3 sea/provinces a turn, but if flown over enemy territories, it may have a chance at getting shot down. Must end turn at an airfield/aircraft carrier)
Terrible defense, terrible attack, can drop one nuclear bomb on a province
Spy Plane 2c
(can move 3 sea/provinces a turn, but if flown over enemy territories, it may have a chance at getting shot down. Must end turn at an airfield/aircraft carrier)
No attack or defense bonuses. Can scout an adjacent province/sea and Pmed sightings will be initiated
SAM missile batteries 15c
Terrific in defense against air, no stats toward anything else.
ALL SHIPS CAN BOMBARD LAND.
SHIPS MAY BE GROUPED TOGETHER IN FLEETS (5 OR MORE SHIPS), THUS INCREASING ATTACK/DEFENSE
Battleship 25c
Mediocre defense, Terrific attack
Destroyer 15c
bad Defense, Mediocre attack
Aircraft Carrier 30c
Bad Defense, Terrible attack, serves as a airfield on the sea
Transport fleet 10c
Bad defense, no attack, can carry 4 units, excluding jets, nukes, etc.
Nuclear Submarine 30c
Terrible defense, Terrific attack, doesnt show up on map, can hold on TACTICAL nuke
Conventional Submarine 20c
Terrible defense, Terrific attack, doesnt show up on map
ICBM Bunker 50c (can only be made in a province with a military base)
Terrific defense, no attack, can hold 2 ICBM nuclear missiles
ICBM 50c
Wipes out all the structures and units in a given province. Must be launched from a ICBM bunker, and can strike anywhere in the world
Nuclear Missile 30c
Lesser chance of wiping the province free of structures then the ICBM. Can be launched from a ICBM bunker or Nuclear submarine. Can travel only 2 provinces/seas a turn, and must either end up in a bunker or nuclear sub or it will detonate.
UUS WILL APPEAR LATER IN THE GAME WHEN I SEE WHAT KIND OF UNIT EACH NATION FANCYS THE MOST!
Nations:
United Kingdom (light green)
Ruler:
Player:
Medium army
Big Navy
United States (Orange)
Ruler:
Player
Medium army
Medium navy
Argentina (Pink)
Ruler:
Player
Big army
Small navy
France (dark green)
Ruler:
Player
Medium army
Big navy
Germany (dark blue)
Ruler:
Player
Big army
Small navy
Russia (red)
Ruler:
Player
Big army
No Navy
CAR (Central Africa Republic) (brown)
Ruler:
Player
Big Army
No navy
Israel (dark gray)
Ruler:
Player
Medium army
Small navy
China (yellow)
Ruler:
Player
Big army
No Navy
Japan (light blue)
Ruler:
Player
medium army
Big navy
Australia (light gray)
Ruler:
Player
Medium army
Big navy