uknemesis
The Nemesis
- Joined
- Jan 16, 2002
- Messages
- 2,293

When you go home,
Tell them of us and say,
For their tomorrow,
We gave our today.
The Kohima Epitaph
All gave some,
Some gave all.
Unknown
They shall not grow old as we that are left grow old.
Age will not weary them, nor the years condemn.
At the going down of the sun, and in the morning,
We will remember them.
Laurence Binyon
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The Soviet Union collapsed many years ago, leaving America as the world's only superpower, and with the responsibility that went with it.
Many people, especially in the West, support America's drive as the police of the world - as a righteous fight against tyrannical regimes.
But there are others who do not see it the same way, and September 11th proved they have the ability to strike at even a superpower.
After the Afghan war, Osama Bin Laden is in hiding, but preparing another assault on the democracies of the world. Saddam Hussein is desperately buying time, trying to stave off an assault he knows will bring him down.
India and Pakistan edge closer to war once more, and Chinese tensions with Taiwan increase. The Argentinians seem to be building up to take back the Falklands, and Spain claims Gibraltar.
In a world where terrorists, spies and special forces fight a secret war, no nation is safe, from covert or overt military or terrorist attacks.
With many nuclear weapons from the old Soviet Union missing, most Americans fear that these devastating weapons have already fallen into the wrong hands, and are willing to act to stop such an event ever happening again.
But as opposition to America's hardline policy grows, leaders are actually beginning to think of the United States as defeatable, and are plotting to bring the world's only superpower to its knees.
And replace it...
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Okay, rules begin here lol.
And if you have any questions after this, ask, cause I know this may be confusing to begin with!
You begin with 500 credits, which you must spend all of, and which you may not by MALLS out of. For every turn after that, you get 25 credits per turn plus any for occupied nations and malls.
YOU MAY CHOOSE WHAT PROVINCE IS YOUR CAPITAL.
Right, after we've got that out the way, basic rules first:
The United States isn't a player nation, I will be playing for them, but they form a crucial part of the game. Basically, appeasing the USA is a major part of the game - they're at least twice as strong as the strongest player nation to begin with, and will be for most of the game. So try and appease them - or find ways to stop them killing you lol.
No nuclear weapons. Despite what I said in the introduction, nuclear weapons will only be seen in the news bulletins, not available to any nation to buy. But if you fund a major terrorist op, don't be surprised if they use nukes lol. Oh, and this rule is to prevent nukes dominating the game.
Malls and Hospitals. Both cost 12 credits. Hospitals give you three medics when defending, and improve the health of your people. Malls improve your income by 3 credits. You cannot build more than 10 buildings in a province/capital.
Military Bases, Airports, Factories and Docks. All cost 12 credits, except for docks which cost 14. Military bases are required to build infantry, commandos, paratroopers, marines and mechanised infantry in that province, while factories are required to build tanks, artillery and other mechanical land units there. Airports are needed in a province to build air units, and docks are needed to build sea units. You cannot have more than 10 buildings of any type in a province/capital.
Building limits and your capital. You begin with a military base, an airport, a factory, a dock and a hospital in your capital. The most you can have in any province including your capital is 10 buildings.
Militia. You get one militia unit in a province, and three in a capital. On top of this, you also get one militia per building you own in that province. Be warned, militia are very bad at fighting.
The United Nations. The United States and player nations, and some non-player nations may request votes, sanctions and backing for assauts in the United Nations.
Conquering nations. You may not conquer non-player nations(other than the USA) unless they have appeared in the news and have had their military posted, as you must have a decent excuse for attacking them. The USA and other players will not usually look favourably upon you attacking others for no reason. You only gain the income from a nation once you have conquered ALL its provinces, or made peace with it(in peace talks how much income and resources the invader has received will be sorted by the players).
Movement. Movement is standard - one province or sea per turn. As for loading/unloading, that costs no movement, but the actual MOVE from one province to another DOES cost the unit's turn. Basically, you can:
Move your ship to a sea, pick up a unit and drop it off into a province bordering that sea.
Pick up a unit, move a sea, drop off the unit.
Pick up a unit, don't move, and drop it off into a province bordering the same sea then move.
You can't:
Move your ship one sea, take onboard a unit, then move again and unload it.
Move your unit once then board a ship and unload into another province.
Terrorism and Covert Ops: You set the budget for this every week, on a Thursday. You also only spend it then. The minimum budget is 1 credit. This is taken from your income every day, and put into a Covert Ops Account. On the next Thursday, you can spend the money you have in it(only I will know if you do, you could save for weeks to do a really big operation if you want, no one will know but me), and then change your budget for Covert Ops for the next week.
You can put however much you like into each of the five types of covert ops, and even assign say three different Spy Investiagation targets for example. The more money you put into the operation, the more likely it is to succeed. Covert operations available are:
Anti-terrorist operations: Increases the chances of catching a terrorist attack on your nation.
Spy Investigation: Can be used to find out who funded the terrorist attack on you, or to spy on other nation's terrorist funding etc.
Terrorist act: Funds a terrorist attack on a nation of your choice. Not only harms their morale, but also can damage/destroy buildings, kill units and even sink ships.
Special Ops: Can be used to destroy a specific target, say a Command Bunker in preparation for an assault.
Spy Killing: Reduces the risk that operations you funded will be discovered, and can foil enemy attempts to spy on your nation.
Resources. One "resource" in this game actually represents the constant flow of that resource to the unit it maintains. Basically, one oil resource is the amount of oil in a constant flow that it takes to maintain say, a tank division. Each nation begins with 100 resources. You do not get to choose what these are, I will post what you get next to your nation's name in the Nation Thread. Basically, there are four resources, which are required to build units UNLESS you design a unit which doesn't require resources to run, but these a) costs more to research and b) will cost more as a unit:
Grain= Required to build and sustain any infantry unit, including mech. infantry.
Oil= Required to build and maintain any tank, artillery or anti-aircraft/tank gun.
Uranium= Required to build and maintain any ship.
Jet fuel= Required to build and maintain any plane.
Remember, you CAN build units that require no resources, or require a different resource, but it will cost you extra to research and buy. Once you have bought a unit that requires that resource, that resource "point" and that unit are forever linked, until either the unit dies(where you can then build another unit for the point to be linked to) or the resource "point" is withdrawn(say by a trading partner no longer selling to you). If the point is no longer available, the unit becomes useless, and in some cases can even desert.
Research. Every unit in this game must be researched by you, you begin with no units to build. You can design the unit, research it and then receive a price for it, or you can say what you want your unit to be like, research it and get a price and name from me.
Here is the research cost list, to work out the total amount it costs to buy something, take the base cost for the type of unit then add to it the extras:
Infantry: Costs 5 credits to research.
Medic: Costs 5 credits to research, and can heal your units.
Mechanised Infantry: Costs 7 credits to research.
Tank: Costs 10 credits to research.
Artillery: Costs 7 credits to research.
Anti-Aircraft Missile/Gun: Costs 5 credits to research.
Anti-Tank Missile/Gun: Costs 3 credits to research.
Fighter: Costs 12 credits to research.
Ground Attack(Strike) Fighter: Costs 10 credits to research.
Bomber: Costs 15 credits to research.
Attack/Assault Helicopter: Costs 7 credits to research.
Transport: Costs 5 to research a sea or air transport. MAX=5 land units.
Carrier: Costs 25 credits to research. MAX= 3 air units.
Supercarrier: Costs 50 credits to research. MAX= 5 air units.
Helicopter Carrier: Costs 15 credits to research. MAX= 3 copter units.
AEGIS Cruiser: Costs 20 credits to research.
Destroyer: Costs 15 credits to research.
Frigate: Costs 10 credits to research.
Submarine: Costs 15 credits to research.
EXTRAS:
+10 credits to the research cost for stealth technology.
+5 credits to the research cost if it can parachute out of a transport plane.
+5 credits to the research cost if it gets a bonus from attacking amphibiously.
+10 credits per extra unit it can carry above the MAX limit(for normal units that is 0, for others it is stated).
+10 to the research cost if it is special forces.
+25 credits if the unit doesn't require any resources.
+10 credits if the unit requires a different resource from what it normally needs.
REMEMBER, THIS IS JUST THE PRICE TO RESEARCH THE UNIT. ONCE YOU'VE RESEARCHED IT, YOU STILL HAVE TO BUY IT! AND BUYING IT IS USUALLY CHEAPER THAN THE PRICE IT COST TO RESEARCH IT. ALSO REMEMBER TO TELL ME STATS SO I KNOW HOW TO PRICE IT, IE; GOOD EXPENSIVE TANK, CHEAP BAD TANK ETC.
BUILDING COST LIST AND DESCRIPTIONS:
Hospital: 12 CREDITS. Gives you three medics which help defend the province it is in, and improves the health of your population.
Mall: 12 CREDITS. Gives you an extra 3 credits per turn.
Dock: 14 CREDITS. Allows you to build sea units in that province.
Military Base: 12 CREDITS. Allows you to build any infantry unit, including mechanised infantry, in that province.
Factory: 12 CREDITS. Allows you to build tanks and artillery(including AA and anti-tank guns) in that province.
Airport: 12 CREDITS. Allows you to build air units in that province.
Command Bunker: 25 CREDITS. Improves vastly the defence of the province it is in.
Anti-Aircraft Base: 12 CREDITS. Is a permanent anti-aircraft site, and is good against air units, but poor against land units.
Military Headquarters: 9 CREDITS. Controls the military in the area, increasing defence.
Militia Headquarters: 7 CREDITS. Organises the local people and information, increasing defence moderately.
Border Watch: 5 CREDITS. Watches the border, providing advance warning of an assault and therefore increasing defence slightly.
If I've missed anything, say so!
Let the fun begin, resources will be posted in the Nation Thread soon!
Nemesis