INES II Ruleset
Statement of Purpose:
It’s a game. Enjoy the game. If you’re not having fun, you’re not doing it right. With that in mind, anyone can join, and the rules are meant to be flexible as possible.
Part One: Players
The most straightforward way to participate in my NES is to pick a country, roleplay its government in diplomacy, and send its government’s orders each turn. However, if you are interested in joining as a rebel group, terrorist organization, world cult, or transnational conglomerate, be my guest. In such a ‘secondary’ role, you may conduct diplomacy and send orders, but note that your group will not actually get stats until it seizes some territory. Note that rebel groups who control a white splotch on the map are not organized enough to get stats. Such groups will get stats when they get a color.
Part Two: National Stats
Each established country in the game has stats on the first page of this thread that will be updated after each update. All stats will be based on the following model:
American Federation/Imago
Government: Liberal Democracy
Annual Spending Points: 5
Approval Polling: 57%
Acquired Technology: G0.R0.X0.E0.A0.N0.T0
Developing Technology: None
Other Investments: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: The breakup of the Soviet Union was matched by a similar disintegration on the other side of the Atlantic, as the people of the once proud United States fell into infighting, having lost their common enemy. The strongest of the US splinter nations is the American Federation, based in New York.
Let’s go through this line by line, shall we?
American Federation/Imago
This, as you might have guessed, is the name of the country. For the purpose of this example, it is played by me, though someone else will take it for the actual game. If a country is NPC, that will be listed after the backslash. Moving on.
Government: Liberal Democracy
This is a short description of the country’s government, aka the regime you are playing as. In the above case, rump America considers itself to be a Liberal Democracy. Other nations might be Communist Dictatorships, Constitutional Monarchies, or Military Juntas, to list a few options. Obviously, a country’s government can change, either through player input or via less controllable events.
Annual Spending Points: 5
Now we get to the heart of the NES. The American Federation has 5 ASP, meaning it can spend 5 ASP every year (aka turn) in any number of ways. Annual Spending Points represent a government’s annual funding, NOT GDP or GNP or anything like that. Obviously, rich nations have more to spend, but if you start pull a Regan and cut taxes left and right, you might start experiencing tax flow problems that aren’t related to the prosperity of your nation. Conversely, if you say in your orders that you want to increase taxes, your ASP might get a short term boost, then decline precipitously as the national economy is exhausted. You can try to write polices into your orders that might result in an ASP boost during the update, but there are also some direct ways you can use ASP to influence ASP:
-An investment of 3 ASP will increase your next turn’s ASP by 1 point. This represents government funded economic development. If your orders detail a specific stimulus plan, you may try to cut corners, invest less than 3 ASP in the boost, and hope I show you mercy, but the only way to be absolutely sure of a boost is to invest all 3 ASP.
-You may overspend by up to double your ASP, but for every point you overspend in your orders, your next turn’s ASP will be reduced by one. If Jonny’s nation has an ASP of 4 and he spends 5, next turn his ASP will be 3. This emergency spending tactic might serve in a pinch if you get invaded.
Also note that while many of the sections of the stats detailed below detail other ways to spend ASP, you can spend ASP in any way you see fit, even if something is not specifically in the rules. Want a powerful spy agency? Start investing ASP into your very own KGB rip-off, and soon you’ll have the best secret agents in the world. Just don’t forget to remind me how much you’ve invested into your side projects in your orders.
Approval Polling: 57%
Yes, we’ve reached a new section of the rules. Approval Polling is the official best guess at how your people feel about your government, and it will rise and fall every so often without being mentioned in updates. Note that while this number lets you put your finger on the pulse of the people, if it ever rises to insanely high levels, (say, 99%) there’s a good chance your people are too afraid to tell you they hate you. So, beware extremely high and extremely low approval ratings. Both are warning signs. There is no direct way to influence this stat through ASP.
Acquired Technology: G0.R0.X0.E0.A0.N0.T0
This is probably the most complicated section of the stats, but fear not. Each letter stands for a field of technological investment, and the number immediately after each letter tells you what level of advancement the nation has reached in the field. The periods are just meaningless separators. In order, the fields are Genetics, Robotics, Explosives, Equipment, Aeronautics, Naval, and Theoretical (obviously, all fields involve theory, so the last category is really a catch-all that can result in some really incredible discoveries). Nations start the game in a dead technological heap, with an advancement level of 0 in every category, but richer nations obviously can quickly advance. In order to advance to the next level of scientific knowledge in a specific field, invest one more ASP than your current level number. So, if the American Federation is to raise its Genetics level from 0 to 1, its player has only to invest a single ASP. However, if the next turn that same player wants to raise American Genetics technology from level 1 to level two, he has to invest 2 points. So, what does technology do? Whatever you want it to! For example, in this world nuclear weapons have not yet been invented, and so you want to try and make an H-Bomb, you have a better chance of a successful test if you have obtained high level of Explosives technology. If you want to create a race of robot servitors to serve your peoples’ every whim, invest in Robotics else you will have costly failures--even, if you really screw up, a mechanical revolution. Technology puts weight behind the words of your orders, and makes crazy stuff possible if you have the right perquisites. PM me if you have ideas. Two more things to note:
-If your orders describe what specific areas of technology you’re interested in, (you are only buying Robotics technology for the sake of giant mecha suits, for example) then you nation will specialize in the areas you are interested in. If your nation has a Robotics score of 10, but has only been using it to build mecha, you’ll have really amazing mecha but won’t be able to suddenly turn around and build an amazing AI.
-Technology levels can be traded, stolen, and invested in through international cooperation. If two or more countries want to help each other build giant spaceships (Aeronautics technology) that’s fine by me.
Developing Technology: None
Technology ultimately gets very expensive, but if you can’t afford all of the next level with one turn’s ASP, fear not. Your progress will be recorded in this area of the stats.
Other Investments: None
Remember when I said you can spend ASP on anything? That’s still true, but if you have a really specific project in mind, start spending for it in your orders and it will wind up here, as a fraction counting how many ASP you have already invested out of how many ASP you will need to finish. Projects can be labeled secret, of course.
Army: 10 divisions
This is the bread and butter of your military. For each ASP you invest here, you instantly gain 5 divisions of soldiers to play with. Each division is roughly ten thousand soldiers. How effective your armies are can be related somewhat to technology, specifically Equipment technology, but you will get more of a boost if you explain the relevance of specific inventions to the battlefield. On a related note, if you start detailing strategies, tactics, and training styles in your orders, your armies will be more effective in the field. You can create new types of non-generic army units with an investment of 1 ASP, and then you can consult with me or decide for yourself how much they will cost on a per unit basis. This is how things like killer robots show up in the stats. You can recoup your design investment by selling non-generic unit plans to nations without the same military structure, and they are well advised to buy, because copycat versions tend not to be as good. Especially if your killer robots are fueled by Robotics level 9 and the other guy only has Robotics level 2. As I’ve just implied, nations can build advanced designs even if they don’t have the technology that inspired their creation, so long as they buy or steal plans from the inventive nation.
Navy: 10 squadrons
A squadron is a handful of ships. Think a cruiser, a couple destroyers, and a pocket carrier. For each ASP invested, you can get 5 squadrons. Naval technology is related to quality. Of course, if you want non-generic units, designs cost 1 ASP a pop, and work exactly like Army designs.
Air Force: 10 groups
A group is twelve jets, a mix of both fighters and bombers. Aeronautics technology is related to quality. Of course, if you want non-generic units, designs cost 1 ASP a pop, and work exactly like Army and Navy designs. Space ships probably will be listed here, if we get that far.
Background: The breakup of the Soviet Union was matched by a similar disintegration on the other side of the Atlantic, as the people of the once proud United States fell into infighting, having lost their common enemy. The strongest of the US splinter nations is the American Federation, based in New York.
That’s the American Federation background. It will probably get outdated fast by developments in the updates.
Part Three: Updates
The game starts in the year 2000, meaning the first update covers year 2001, the next 2002, etc. Each update will list important civil and military developments. Any changes in the stats based on ordered investments will not be listed here, but all other changes will be, with the exception of changes in Approval Rating. There will also be a map with every update, showing the current territorial status of the world, as well as the presence of cities, rivers and perhaps fortifications. Paint the map your color!
Part Four: Orders
Submit orders via PM each turn on strategy and ASP spending.
Part Five: Stories
I think they add great flavor to NESing, but I’ve gotten carried away with them in the past. One each turn will provide your nation with an in-update boost of some sort.