Introduction
The Nations rose and fell over thousands of years, and we fought amongst ourselves, never knowing that the true threat watched and waited from abroad. The greatest war of them all had erupted and millions had been mobilized to arms across the lands. Then to our horror, our civilization disappeared in a rain of fire. Every city disappeared under a cloud shaped like mushrooms, and governments evaporated. When the invasion came we were ill prepared to face the Watchers. They wielded weapons of untold firepower and devastation and the armies which still stood fell quickly before them. The decimated cities were utterly and completely annihilated and no voices would emerge from their ruins. Our people were lost.
Now fifty years later, the Watchers lay quiet within their walled settlements and few have seen signs of them in more than half that time. Their machines work only out of sight and people have found courage to leave their refuges once more. Warlords and leaders bring their people out of the rubble in hopes of a bright new future. What settlements have been salvaged are now centers of new civilization. The question which now remains is will the Watchers return, and will civilization be allowed to be reborn…
This NES is based on a Civilization 3 game I recently played as I practiced for upcoming games. As an evil player I determined to nuke the entire opposite continent, leaving no terrain unspoiled by the radiation. This is sort of a fresh start NES, and I’ve left the history intentionally vague. I leave it to the players to fill in the background. Rules on this are below. Despite my hope for a good story, I would like to express the fact that this is a more competitive game rather then previous NESes I have done. There is a way to achieve victory and only one player will do so. I hope ya’ll enjoy this NES, but I offer a warning. A Brave New World is my primary concern and should a conflict emerge, this would be the NES to fall by the wayside.
Map Information
Originally I was going to put this section further below, but decided it might be best to have it near the top for easier future reference. The terrain map is rather simple. Grey area is mountains, green is lush land, dark green is swamp or jungle, and tan is desert or wasteland. More important is what the symbols on the map stand for:
Large Circles: Watcher Settlements, my recommendation is to stay far, far away. The closer you get, the higher your risk of attack by the Watchers. These are obviously not allowed to be starting settlements.
Small Circles: These are oil derricks. Oil derricks are allowed to be starting settlements. As a starting settlement they are more vulnerable and detectable to the Watchers, but have advantages as well. These platforms allow not only the construction of more advanced units, but a more powerful economy too.
Large Squares: These are ruined cities. Ruined cities are allowed to be starting settlements. As a starting settlement they have no significant pros or cons, but are mid range. They provide more people as a capital than oil derricks or mines.
Small Squares: These are mines. Mines are allowed to be starting settlements. As a starting settlement they are not as useful economically or with a high population, but are much harder for the Watchers to detect and destroy.
Starting Your Faction
It’s been a while since I’ve done anything in fresh start style, but here we go once more. The first step to setting up your faction is to select a location on the map. You can attempt to describe where you want to be or simply circle it on the map then post it with your faction placement. You must select one of the small circles or either size of square to be your capital. If you look above under the Map Information section, details on the pros and cons of each capital will be discussed. Otherwise, just fill out the easy to use template below, and yes, you have to fill out the background too:
Nation Name:
Government:
Capital City Name and Type: (See above to Map information for recommendations and types)
Background:
Rules on Background and Roleplaying
As the history for this NES is more or less blank, I rely on you players to fill in the gaps. Therefore it is of utmost importance that you obey a few basic rules. First, do not conflict information posted in a story before yours or in another nation’s background. Second, be courteous to others, even if they seem to have made less of an effort to develop their country. Stories are nice, and plotting is even more fun. Have fun with your country, they can be crazies, or normal, they can have real life names or something fantasy. The only rule is that they are human.
Sample Stats
The Enclave
Government: Presidential Dictatorship
Capital City: Washington D.C. (Ruined City)
Capital City Possessions: Neighborhood (1)
Economic Points: 0 (+1)
Population: 0 (+2)
Oil: 0 (+0)
Watcher Attack Risk: 0% (+1%)
Army: 100 Infantry, 15 Light Tanks
Navy: 1 Destroyer
Government
Government in this NES is more or less just a “flavor” stat. This merely reflects what sort of nation you have and if there’s an NPC that has a similar government, they may be more likely to ally with you. Be as creative as you’d like when creating your government, it has relatively little bearing upon the game.
Capitol City and Development
Your capital city is the center of your empire and is your most important asset. Each of the three possible types of capital cities can be developed in different directions. As stated in the map information section the capitols depend on where you establish them. Think very carefully, when you pick a capitol, you cannot change it unless it is utterly destroyed. Below are the three different types of capitols and costs for what they can develop. The Capitols are the only part of your empire which can be upgraded, and therefore are rather important. This list is subject to change as the NES progresses.
Oil Derrick
The Oil Derrick provides a base which emphasizes research and military production.
Habitats (Cost: 3 EP) : This is the basic requirement for a capitol oil derrick. These represent living quarters for the inhabitants of the capitol. Each habitat built provides +1 Population a turn. Habitats are also required for larger constructs. Each habitat built increases the threat of a Watcher attack by 2% a turn. Capitol derricks come with one habitat.
Bazaar (Cost: 5 EP, Requires at least 1 Habitat): Bazaars are useful for the capital because they recognize the reborn trade and prosperity which oil trade can bring to the world. These provide +1 EP.
Combustion Center (Cost: 10 EP, Requires at least 2 Habitats): These allow the construction of all motorized and naval units, which are useful for combat in the wastes. Provides +1 Oil.
Research Center (Cost: 10 EP, Requires at least 3 Habitats): The Research Center will provide more technologies over time which will allow the construction of both new units and new improvements for the capital. Increases the threat of a Watcher attack by +5% a turn
Fortifications (Cost: 10 EP, Requires at least 4 Habitats): Fortifications make it easier to protect your capitol from both Watcher and player attack. Also allows the training of elite infantry.
Concealment Systems (Cost: 5 EP, Requires at least 5 Habitats): These reduce the amount of threat of a Watcher attack by 1% for each one you build. You may understand why these be good.
Oil Refinery (Cost: 10 EP, Requires at least 5 Habitats): These are special buildings available only to the oil derrick capital. These double the amount of vehicles you produce for each EP. Provides +5 Oil.
Air Field (Cost: 10 EP, Requires at least 5 Habitats, and Flight Technology): These are buildings which enable the construction of more advanced aircraft. Creates +2% Watcher Threat and +1 EP each turn.
Ruined City
The ruined city emphasizes population over other stats and is a middle of the road starting location.
Neighborhood (Cost 3 EP): This is the basic requirement of a ruined city. These represent the living quarters for the people of the capital. Each Neighborhood provides +2 population a turn. Neighborhoods are also required for more sophisticated buildings. Each Neighborhood increases the threat of a Watcher attack by 1% a turn.
Marketplace (Cost: 5 EP, Requires at least 1 Habitat): The Marketplace is the center of a town which is being rebuilt, showing a rebirth of civilization. This provides +1 EP.
Fortifications (Cost: 10 EP, Requires at least 2 Habitats): Fortifications make it easier to protect your capitol from both Watcher and player attack. Also allows the training of elite infantry.
Combustion Center (Cost: 10 EP, Requires at least 3 Habitats): These allow the construction of all motorized and naval units, which are useful for combat in the wastes.
Concealment Systems (Cost: 5 EP, Requires at least 4 Habitats): These reduce the amount of threat of a Watcher attack by 1% for each one you build. You may understand why these be good.
Research Center (Cost: 10 EP, Requires at least 5 Habitats): The Research Center will provide more technologies over time which will allow the construction of both new units and new improvements for the capital. Increases the threat of a Watcher attack by +5% a turn.
Salvage Center (Cost: 10 EP, Requires at least 5 Habitats): The Salvage Center is unique to the Ruined City capitol. The Salvage Center doubles production of basic units (i.e. nothing that requires special buildings) for their regular costs. It may also help speed research development if a Research Center is built.
Mine
The mine emphasizes economic production and stealth from the eyes of the Watchers.
Underground Shelter (Cost 3 EP): This is the basic requirement of a mine. These represent living quarters of the people of the capital. Each Shelter provides +1 Population a turn. Shelters are required for more sophisticated buildings. These buildings do not provide any increase in Watcher Risk.
Mine Expansions (Cost 5 EP, Requires at least one Habitat): This is the further exploitation of the minerals and resources found below the surface of the earth. Provides +1 EP each year.
Concealment Systems (Cost: 5 EP, Requires at least 2 Habitats): These reduce the amount of threat of a Watcher attack by 1% for each one you build. You may understand why these be good.
Fortifications (Cost: 10 EP, Requires at least 3 Habitats): Fortifications make it easier to protect your capitol from both Watcher and player attack. Also allows the training of elite infantry.
Research Center (Cost: 10 EP, Requires at least 4 Habitats): The Research Center will provide more technologies over time which will allow the construction of both new units and new improvements for the capital. Increases the threat of a Watcher attack by +5% a turn.
Combustion Center (Cost: 10 EP, Requires at least 5 Habitats): These allow the construction of all motorized and naval units, which are useful for combat in the wastes.
Power Drilling Station (Cost: 10 EP, Requires at least 5 Habitats): This increases your total EP production a turn by 50%. Provides +1 oil a turn from the mine.
Economy
The economy in this NES is based on economic points which are acquired in two manners. They come from improvements to your capitol or from the capture of other sites on the map. Various sites provide different levels of economic points. You will have to use your military from your starting site to seize the other points. Each of these sites provides a different advantage, discussed in greater detail in below sections. Remember though, each site you take will raise the risk of a Watcher attack.
Oil Derrick: Required for producing and operating vehicles. +1 Oil a turn.
Ruined City: Provides basic salvage, but you may find help from the ruins, giving you a larger population base. +1 Population a turn.
Mine: Provides valuable minerals and ore for trade, give direct economic points. +1 EP a turn.
Population
The population is what you desperately need for the recruitment of your military. The higher your population the better. This can be raised from improvements within your capitol as well as from the capture of ruined cities.
Oil
Oil is acquired from oil derricks, and is used in the construction of vehicles of all shapes and sizes. The more you have the better units you can create.
Trading
All stats (economy, population, and oil) can be traded among players. There is no restriction on what can be traded.
Military and Warfare
Military is not unlike its use in other NESes. They go out and take stuff from other people. Some units are faster than others, so take that into account. Remember, some units require certain capitol buildings to be constructed.
Basic Units (No required Buildings)
Irregulars: 1 Population for 100 Irregulars. These are people armed with whatever they can find lying around. Not recommended for anything but last ditch defense.
Militia: 1 EP and 1 Population for 100 Militia. These are light ground forces, likely to provide the bulk of a military.
Infantry: 2 EP and 1 Population for 100 Infantry. These are regular ground forces, hard to find in a climate like this.
Cavalry: 3 EP and 2 Population for 100 Cavalry. The best of originally available forces, and the quickest too.
Yacht: 1 Population, 1 Oil for 2 Yachts. These are basic pleasure ships converted to light maritime warfare.
Biplane: 2 Oil for 1 Biplane. These are basic aircraft, which are slow moving, but good against infantry and light vehicles. Requires Flight Technology
Combustion Center Units
Technical: 1 EP, 1 Population, and 1 Oil for 20 Technicals. These are converted civilian vehicles into war machines.
Light Tank: 1 EP, 1 Population, and 2 Oil for 10 Light Tanks. These are regular tanks of a light and fast caliber.
Medium Tank: 2 EP, 1 Population, and 2 Oil for 10 Medium Tanks. These are average tanks in all respects, good in almost all situations.
Heavy Tank: 3 EP, 1 Population, and 2 Oil for 5 Heavy Tanks. These things can kick ass, you could kill the world with one of these. Building these increases threat of Watcher attack by 0.5% for each purchase.
Destroyer: 1 EP, 1 Population, 1 Oil for 1 Destroyer. These are regular military craft, building one increases the threat of Watcher attack by 0.5% with each purchase.
Cruiser: 1 EP, 1 Population, 2 Oil for 1 Cruiser. These are heavier military craft, building one increases the threat of Watcher attack by 1% for each purchase.
Battleship: 5 EP, 3 Population, 5 Oil for 1 Battleship: These will sink any other player craft on the seas, but building one raises the threat of Watcher attack by 2%
From Fortifications
Elite Infantry: 2 EP, 1 Population for 50 Elite Infantry. These guys will smash anyone who opposes them, good at tank busting.
From Air Field
Fighter: 1 EP, 2 Oil for 1 Fighter. These are basic air to air craft.
Bomber: 2 EP, 1 Population, 2 Oil for 1 Bomber. These are heavy anti-ground weapons. Raise Watcher Threat by .5% for each one built.
Updates and Orders
Very Important: Please post orders under spoilers IN THE THREAD. Not by Private Message. Anything sent by Private Message may well get deleted in the process of updating A Brave New World.
Updates will be as frequently as possible (aiming for 2-3 a week). They will be very simple, close to board game style with minimal story thrown in.
Victory
Yes, there is a winner of this NES. Whoever successfully destroys all other players and drives out the Watchers (or just defeats all other player nation) will win.
Conclusion
That about covers things, if you have any questions on the rules, please post. Otherwise my recommendation is to read them thoroughly lest you ask a question that I don’t answer because it is clearly in the rules. I hope ya’ll enjoy this NES, as you can see a considerable amount of effort went into its development.
Terrain Map
The starting political map will follow on a post after the reserved stat post.
The Nations rose and fell over thousands of years, and we fought amongst ourselves, never knowing that the true threat watched and waited from abroad. The greatest war of them all had erupted and millions had been mobilized to arms across the lands. Then to our horror, our civilization disappeared in a rain of fire. Every city disappeared under a cloud shaped like mushrooms, and governments evaporated. When the invasion came we were ill prepared to face the Watchers. They wielded weapons of untold firepower and devastation and the armies which still stood fell quickly before them. The decimated cities were utterly and completely annihilated and no voices would emerge from their ruins. Our people were lost.
Now fifty years later, the Watchers lay quiet within their walled settlements and few have seen signs of them in more than half that time. Their machines work only out of sight and people have found courage to leave their refuges once more. Warlords and leaders bring their people out of the rubble in hopes of a bright new future. What settlements have been salvaged are now centers of new civilization. The question which now remains is will the Watchers return, and will civilization be allowed to be reborn…
This NES is based on a Civilization 3 game I recently played as I practiced for upcoming games. As an evil player I determined to nuke the entire opposite continent, leaving no terrain unspoiled by the radiation. This is sort of a fresh start NES, and I’ve left the history intentionally vague. I leave it to the players to fill in the background. Rules on this are below. Despite my hope for a good story, I would like to express the fact that this is a more competitive game rather then previous NESes I have done. There is a way to achieve victory and only one player will do so. I hope ya’ll enjoy this NES, but I offer a warning. A Brave New World is my primary concern and should a conflict emerge, this would be the NES to fall by the wayside.
Map Information
Originally I was going to put this section further below, but decided it might be best to have it near the top for easier future reference. The terrain map is rather simple. Grey area is mountains, green is lush land, dark green is swamp or jungle, and tan is desert or wasteland. More important is what the symbols on the map stand for:
Large Circles: Watcher Settlements, my recommendation is to stay far, far away. The closer you get, the higher your risk of attack by the Watchers. These are obviously not allowed to be starting settlements.
Small Circles: These are oil derricks. Oil derricks are allowed to be starting settlements. As a starting settlement they are more vulnerable and detectable to the Watchers, but have advantages as well. These platforms allow not only the construction of more advanced units, but a more powerful economy too.
Large Squares: These are ruined cities. Ruined cities are allowed to be starting settlements. As a starting settlement they have no significant pros or cons, but are mid range. They provide more people as a capital than oil derricks or mines.
Small Squares: These are mines. Mines are allowed to be starting settlements. As a starting settlement they are not as useful economically or with a high population, but are much harder for the Watchers to detect and destroy.
Starting Your Faction
It’s been a while since I’ve done anything in fresh start style, but here we go once more. The first step to setting up your faction is to select a location on the map. You can attempt to describe where you want to be or simply circle it on the map then post it with your faction placement. You must select one of the small circles or either size of square to be your capital. If you look above under the Map Information section, details on the pros and cons of each capital will be discussed. Otherwise, just fill out the easy to use template below, and yes, you have to fill out the background too:
Nation Name:
Government:
Capital City Name and Type: (See above to Map information for recommendations and types)
Background:
Rules on Background and Roleplaying
As the history for this NES is more or less blank, I rely on you players to fill in the gaps. Therefore it is of utmost importance that you obey a few basic rules. First, do not conflict information posted in a story before yours or in another nation’s background. Second, be courteous to others, even if they seem to have made less of an effort to develop their country. Stories are nice, and plotting is even more fun. Have fun with your country, they can be crazies, or normal, they can have real life names or something fantasy. The only rule is that they are human.
Sample Stats
The Enclave
Government: Presidential Dictatorship
Capital City: Washington D.C. (Ruined City)
Capital City Possessions: Neighborhood (1)
Economic Points: 0 (+1)
Population: 0 (+2)
Oil: 0 (+0)
Watcher Attack Risk: 0% (+1%)
Army: 100 Infantry, 15 Light Tanks
Navy: 1 Destroyer
Government
Government in this NES is more or less just a “flavor” stat. This merely reflects what sort of nation you have and if there’s an NPC that has a similar government, they may be more likely to ally with you. Be as creative as you’d like when creating your government, it has relatively little bearing upon the game.
Capitol City and Development
Your capital city is the center of your empire and is your most important asset. Each of the three possible types of capital cities can be developed in different directions. As stated in the map information section the capitols depend on where you establish them. Think very carefully, when you pick a capitol, you cannot change it unless it is utterly destroyed. Below are the three different types of capitols and costs for what they can develop. The Capitols are the only part of your empire which can be upgraded, and therefore are rather important. This list is subject to change as the NES progresses.
Oil Derrick
The Oil Derrick provides a base which emphasizes research and military production.
Habitats (Cost: 3 EP) : This is the basic requirement for a capitol oil derrick. These represent living quarters for the inhabitants of the capitol. Each habitat built provides +1 Population a turn. Habitats are also required for larger constructs. Each habitat built increases the threat of a Watcher attack by 2% a turn. Capitol derricks come with one habitat.
Bazaar (Cost: 5 EP, Requires at least 1 Habitat): Bazaars are useful for the capital because they recognize the reborn trade and prosperity which oil trade can bring to the world. These provide +1 EP.
Combustion Center (Cost: 10 EP, Requires at least 2 Habitats): These allow the construction of all motorized and naval units, which are useful for combat in the wastes. Provides +1 Oil.
Research Center (Cost: 10 EP, Requires at least 3 Habitats): The Research Center will provide more technologies over time which will allow the construction of both new units and new improvements for the capital. Increases the threat of a Watcher attack by +5% a turn
Fortifications (Cost: 10 EP, Requires at least 4 Habitats): Fortifications make it easier to protect your capitol from both Watcher and player attack. Also allows the training of elite infantry.
Concealment Systems (Cost: 5 EP, Requires at least 5 Habitats): These reduce the amount of threat of a Watcher attack by 1% for each one you build. You may understand why these be good.
Oil Refinery (Cost: 10 EP, Requires at least 5 Habitats): These are special buildings available only to the oil derrick capital. These double the amount of vehicles you produce for each EP. Provides +5 Oil.
Air Field (Cost: 10 EP, Requires at least 5 Habitats, and Flight Technology): These are buildings which enable the construction of more advanced aircraft. Creates +2% Watcher Threat and +1 EP each turn.
Ruined City
The ruined city emphasizes population over other stats and is a middle of the road starting location.
Neighborhood (Cost 3 EP): This is the basic requirement of a ruined city. These represent the living quarters for the people of the capital. Each Neighborhood provides +2 population a turn. Neighborhoods are also required for more sophisticated buildings. Each Neighborhood increases the threat of a Watcher attack by 1% a turn.
Marketplace (Cost: 5 EP, Requires at least 1 Habitat): The Marketplace is the center of a town which is being rebuilt, showing a rebirth of civilization. This provides +1 EP.
Fortifications (Cost: 10 EP, Requires at least 2 Habitats): Fortifications make it easier to protect your capitol from both Watcher and player attack. Also allows the training of elite infantry.
Combustion Center (Cost: 10 EP, Requires at least 3 Habitats): These allow the construction of all motorized and naval units, which are useful for combat in the wastes.
Concealment Systems (Cost: 5 EP, Requires at least 4 Habitats): These reduce the amount of threat of a Watcher attack by 1% for each one you build. You may understand why these be good.
Research Center (Cost: 10 EP, Requires at least 5 Habitats): The Research Center will provide more technologies over time which will allow the construction of both new units and new improvements for the capital. Increases the threat of a Watcher attack by +5% a turn.
Salvage Center (Cost: 10 EP, Requires at least 5 Habitats): The Salvage Center is unique to the Ruined City capitol. The Salvage Center doubles production of basic units (i.e. nothing that requires special buildings) for their regular costs. It may also help speed research development if a Research Center is built.
Mine
The mine emphasizes economic production and stealth from the eyes of the Watchers.
Underground Shelter (Cost 3 EP): This is the basic requirement of a mine. These represent living quarters of the people of the capital. Each Shelter provides +1 Population a turn. Shelters are required for more sophisticated buildings. These buildings do not provide any increase in Watcher Risk.
Mine Expansions (Cost 5 EP, Requires at least one Habitat): This is the further exploitation of the minerals and resources found below the surface of the earth. Provides +1 EP each year.
Concealment Systems (Cost: 5 EP, Requires at least 2 Habitats): These reduce the amount of threat of a Watcher attack by 1% for each one you build. You may understand why these be good.
Fortifications (Cost: 10 EP, Requires at least 3 Habitats): Fortifications make it easier to protect your capitol from both Watcher and player attack. Also allows the training of elite infantry.
Research Center (Cost: 10 EP, Requires at least 4 Habitats): The Research Center will provide more technologies over time which will allow the construction of both new units and new improvements for the capital. Increases the threat of a Watcher attack by +5% a turn.
Combustion Center (Cost: 10 EP, Requires at least 5 Habitats): These allow the construction of all motorized and naval units, which are useful for combat in the wastes.
Power Drilling Station (Cost: 10 EP, Requires at least 5 Habitats): This increases your total EP production a turn by 50%. Provides +1 oil a turn from the mine.
Economy
The economy in this NES is based on economic points which are acquired in two manners. They come from improvements to your capitol or from the capture of other sites on the map. Various sites provide different levels of economic points. You will have to use your military from your starting site to seize the other points. Each of these sites provides a different advantage, discussed in greater detail in below sections. Remember though, each site you take will raise the risk of a Watcher attack.
Oil Derrick: Required for producing and operating vehicles. +1 Oil a turn.
Ruined City: Provides basic salvage, but you may find help from the ruins, giving you a larger population base. +1 Population a turn.
Mine: Provides valuable minerals and ore for trade, give direct economic points. +1 EP a turn.
Population
The population is what you desperately need for the recruitment of your military. The higher your population the better. This can be raised from improvements within your capitol as well as from the capture of ruined cities.
Oil
Oil is acquired from oil derricks, and is used in the construction of vehicles of all shapes and sizes. The more you have the better units you can create.
Trading
All stats (economy, population, and oil) can be traded among players. There is no restriction on what can be traded.
Military and Warfare
Military is not unlike its use in other NESes. They go out and take stuff from other people. Some units are faster than others, so take that into account. Remember, some units require certain capitol buildings to be constructed.
Basic Units (No required Buildings)
Irregulars: 1 Population for 100 Irregulars. These are people armed with whatever they can find lying around. Not recommended for anything but last ditch defense.
Militia: 1 EP and 1 Population for 100 Militia. These are light ground forces, likely to provide the bulk of a military.
Infantry: 2 EP and 1 Population for 100 Infantry. These are regular ground forces, hard to find in a climate like this.
Cavalry: 3 EP and 2 Population for 100 Cavalry. The best of originally available forces, and the quickest too.
Yacht: 1 Population, 1 Oil for 2 Yachts. These are basic pleasure ships converted to light maritime warfare.
Biplane: 2 Oil for 1 Biplane. These are basic aircraft, which are slow moving, but good against infantry and light vehicles. Requires Flight Technology
Combustion Center Units
Technical: 1 EP, 1 Population, and 1 Oil for 20 Technicals. These are converted civilian vehicles into war machines.
Light Tank: 1 EP, 1 Population, and 2 Oil for 10 Light Tanks. These are regular tanks of a light and fast caliber.
Medium Tank: 2 EP, 1 Population, and 2 Oil for 10 Medium Tanks. These are average tanks in all respects, good in almost all situations.
Heavy Tank: 3 EP, 1 Population, and 2 Oil for 5 Heavy Tanks. These things can kick ass, you could kill the world with one of these. Building these increases threat of Watcher attack by 0.5% for each purchase.
Destroyer: 1 EP, 1 Population, 1 Oil for 1 Destroyer. These are regular military craft, building one increases the threat of Watcher attack by 0.5% with each purchase.
Cruiser: 1 EP, 1 Population, 2 Oil for 1 Cruiser. These are heavier military craft, building one increases the threat of Watcher attack by 1% for each purchase.
Battleship: 5 EP, 3 Population, 5 Oil for 1 Battleship: These will sink any other player craft on the seas, but building one raises the threat of Watcher attack by 2%
From Fortifications
Elite Infantry: 2 EP, 1 Population for 50 Elite Infantry. These guys will smash anyone who opposes them, good at tank busting.
From Air Field
Fighter: 1 EP, 2 Oil for 1 Fighter. These are basic air to air craft.
Bomber: 2 EP, 1 Population, 2 Oil for 1 Bomber. These are heavy anti-ground weapons. Raise Watcher Threat by .5% for each one built.
Updates and Orders
Very Important: Please post orders under spoilers IN THE THREAD. Not by Private Message. Anything sent by Private Message may well get deleted in the process of updating A Brave New World.
Updates will be as frequently as possible (aiming for 2-3 a week). They will be very simple, close to board game style with minimal story thrown in.
Victory
Yes, there is a winner of this NES. Whoever successfully destroys all other players and drives out the Watchers (or just defeats all other player nation) will win.
Conclusion
That about covers things, if you have any questions on the rules, please post. Otherwise my recommendation is to read them thoroughly lest you ask a question that I don’t answer because it is clearly in the rules. I hope ya’ll enjoy this NES, as you can see a considerable amount of effort went into its development.
Terrain Map
The starting political map will follow on a post after the reserved stat post.