For national histories over the 30 years between NESes, please see: http://forums.civfanatics.com/showthread.php?t=379321
Here is will I will be constructing the ABNW III ruleset from scratch. I appreciate any comments on the existing stats/rules and look for criticism of the system to do. As stated on the background thread, there's going to be some changes to the traditional system of ABNW, and some things are coming back that were in the originals. Eventually the full ruleset will be posted, as well as full stats. The stats have been more or less done first, as the rules are mostly already organized in my head, but there will be some tweaking before all's said and done.
1. I'm adding a measurable power ranking, and with it influence. Directly stolen from Victoria 2, Great Powers will be able to influence smaller nations, ultimately leading to full indirect control over their governments. Don't worry though, small nations will be able to fight back, assuming they don't mind opening their countries for war against the big power.
2. The domestic stats (some of which are already listed) will have an effect on the NES, and must be brought up every once in a while, or you will fall behind into meaningless status.
3. Armies will remain at brigades, but will be quite different. Unique units are gone completely, as are various designs. More importantly, quality stats are being done to take into account equipment and training as separate elements. These will be static for the majority of the NES, and can only be improved through technological developments or assistance from a Great Power. The two types of quality will also determine what units can be built by your nation, as some of the more modern or fancy units will not be buildable by all.
4. Costs for most units have been risen dramatically. At the moment, a single armored brigade will cost more than most countries make in a year. Naval units have also been seriously raised in price. This is mostly due to the overproliferation of both types of units in ABNW 2, and is a realistic solution to it.
5. Manpower will be eliminated as a stat completely, and will not be used for the creation of units. Instead, a population stat has been added, based on OTL populations and the changees made in this timeline. There will now be a "Unit Limit" which is the exact amount of brigades, ships, and squadrons that you are allowed to possess. Under no circumstances will players be allowed to surpass the limit. Furthermore, all mobilization and recruitment rules have been removed.
6. Technology research is eliminated completely. Technology will be entirely under moderator control, and dictated by a variety of factors which have not all yet been determined. This does not apply to space and/or nuclear research, which will be done as projects by the involved nations.
7. The map is being radically redone. Strategic points will be clearly labeled on the map, including naval bases, army bases, industrial centers, and space facilities.
Below are my unofficial notes regarding military quality and units, enjoy:
Quality Types
Army Training
0: Mobs; Only Irregulars allowed
1-2: Barely Disciplined; allows Militia
3-4: Rudimentary Military training; allows Infantry Class D
5-6: Moderate Military training; allows Infantry Class C
7-8: Above Average Military training; allows Infantry Class B
9-10: Elite Military Training provided, allows Infantry Class A
Army Equipment
0-2: Barely the basics, no armor with troops
3-4: the basics, some armor with troops
5-6: Decent equipment, allows construction of Class B Armored Brigades
7-8: Above Average equipment
9-10: VERY good equipment, allows construction of Class A Armor Brigades
Navy Training
0-2: Fishermen
3-4: Basic Training
5-6: Average training
7-8: Above average training
9-10: elite training
Navy Equipment:
0: Ships cannot be built, only bought.
1-2: Peashooters; PT boats only
3-4: Decent ships; allows destroyers and frigates
5-6: Average ships; allows battleships and submarines
7-8: Above Average ships; allows carriers
9-10: Excellent ships; allows supercarriers
Air Force Training
0: No air force
1-2: Farmboys
3-4: Basic Training
5-6: Average Training
7-8: Above average training
9-10 elite training
Air Force Equipment
0: Planes cannot be built, only bought.
1-2: Obsolete piston craft; Fighter Squadron only
3-4: early jet aircraft; CAS Squadron allowed
5-6: heavy jet aircraft; Bomber Squadron allowed
7-8: VTOL; Attack Helicopter Squadron allowed
9-10: High altitude flying: HAB Squadron allowed.
Here is will I will be constructing the ABNW III ruleset from scratch. I appreciate any comments on the existing stats/rules and look for criticism of the system to do. As stated on the background thread, there's going to be some changes to the traditional system of ABNW, and some things are coming back that were in the originals. Eventually the full ruleset will be posted, as well as full stats. The stats have been more or less done first, as the rules are mostly already organized in my head, but there will be some tweaking before all's said and done.
1. I'm adding a measurable power ranking, and with it influence. Directly stolen from Victoria 2, Great Powers will be able to influence smaller nations, ultimately leading to full indirect control over their governments. Don't worry though, small nations will be able to fight back, assuming they don't mind opening their countries for war against the big power.
2. The domestic stats (some of which are already listed) will have an effect on the NES, and must be brought up every once in a while, or you will fall behind into meaningless status.
3. Armies will remain at brigades, but will be quite different. Unique units are gone completely, as are various designs. More importantly, quality stats are being done to take into account equipment and training as separate elements. These will be static for the majority of the NES, and can only be improved through technological developments or assistance from a Great Power. The two types of quality will also determine what units can be built by your nation, as some of the more modern or fancy units will not be buildable by all.
4. Costs for most units have been risen dramatically. At the moment, a single armored brigade will cost more than most countries make in a year. Naval units have also been seriously raised in price. This is mostly due to the overproliferation of both types of units in ABNW 2, and is a realistic solution to it.
5. Manpower will be eliminated as a stat completely, and will not be used for the creation of units. Instead, a population stat has been added, based on OTL populations and the changees made in this timeline. There will now be a "Unit Limit" which is the exact amount of brigades, ships, and squadrons that you are allowed to possess. Under no circumstances will players be allowed to surpass the limit. Furthermore, all mobilization and recruitment rules have been removed.
6. Technology research is eliminated completely. Technology will be entirely under moderator control, and dictated by a variety of factors which have not all yet been determined. This does not apply to space and/or nuclear research, which will be done as projects by the involved nations.
7. The map is being radically redone. Strategic points will be clearly labeled on the map, including naval bases, army bases, industrial centers, and space facilities.
Below are my unofficial notes regarding military quality and units, enjoy:
Quality Types
Army Training
0: Mobs; Only Irregulars allowed
1-2: Barely Disciplined; allows Militia
3-4: Rudimentary Military training; allows Infantry Class D
5-6: Moderate Military training; allows Infantry Class C
7-8: Above Average Military training; allows Infantry Class B
9-10: Elite Military Training provided, allows Infantry Class A
Army Equipment
0-2: Barely the basics, no armor with troops
3-4: the basics, some armor with troops
5-6: Decent equipment, allows construction of Class B Armored Brigades
7-8: Above Average equipment
9-10: VERY good equipment, allows construction of Class A Armor Brigades
Navy Training
0-2: Fishermen
3-4: Basic Training
5-6: Average training
7-8: Above average training
9-10: elite training
Navy Equipment:
0: Ships cannot be built, only bought.
1-2: Peashooters; PT boats only
3-4: Decent ships; allows destroyers and frigates
5-6: Average ships; allows battleships and submarines
7-8: Above Average ships; allows carriers
9-10: Excellent ships; allows supercarriers
Air Force Training
0: No air force
1-2: Farmboys
3-4: Basic Training
5-6: Average Training
7-8: Above average training
9-10 elite training
Air Force Equipment
0: Planes cannot be built, only bought.
1-2: Obsolete piston craft; Fighter Squadron only
3-4: early jet aircraft; CAS Squadron allowed
5-6: heavy jet aircraft; Bomber Squadron allowed
7-8: VTOL; Attack Helicopter Squadron allowed
9-10: High altitude flying: HAB Squadron allowed.