arya126
Squad Leader
In the year 2012, the population of earth disappeared. Abducted, died and incinerated, or a product of a Harry Houdini magic trick, nobody knows. But 30 years later in 2042, you are now the leader of your local community, one of only a few dozen that woke up one morning to find all modern communication broken, and people gone from where they used to be. Things got ugly, and only now are the communities coming together again, with stable food and water supplies, as well as sporadic modern resources like electricity coming into use again. Much of the old world's technology has decayed physically, but can still be fixed up.
But what about those magical ponies and ugly aliens that have popped up here and there? Mutations or invasions, nobody knows.
Fact is, whether its human or pony, pony or orc, you are now in control of a few hundred people to do your bidding. You can be peaceful, be insane, try and conquer the world, or be the next Stalin and oppress your people! All things are fair game...within reason. But then magical ponies are reasonable in this game so if you are in doubt, go for it. If its too much, I will veto.
GAMEPLAY
Very few rules will go into this. You will keep track of your stats in your first post, links to which may or may not appear on the front post. However in that post where you claim your territory, you will also keep track of your territory as it grows and keep track of what little stats you have.
Your starting territory will give you 10 income every turn, which will equal 3 months. Every territory you find yourself owning after that will be rolled on an RNG to discover how much income it will give you, and that RNG value will be final. For now. Nice oxymoron isn't it?
But I'm getting ahead of myself. You have 2 options to claim territory, much like in the IB series of IOTs. You can march in with your military and chance resistance from any violent animals in the area as well as the possible unknown settlement and create a settlement there, or you can use your income to fund a colony there, although if there is an unknown settlement there already, it might fail and you will lose any money vested in it.
MILITARIES
Roleplay whatever you want (again, within reason taking into account how far reason is stretched in this game), but in pure gameplay terms, a regiment will cost 5 income. A naval ship fit for combat will cost 10 income. And a plane that can do some kind of damage to the enemy will cost 15 income (guns, bombs, missiles, kamikaze plane, Etc.). Inflation may change these later on.
WMDs
Roleplay them. But make it good role-play if it is to use WMDs. Understand? Good. One random nuclear bomb will detonate in whatever storage facility it is in each turn, which may or may not hurt a player or NPC.
Tech
Roleplay it. But as to regards to gameplay related tech. There will be civilian and military techs. Everybody starts at level 1. It takes 10x to increase your level, with x being the level you are trying to attain. Civilian tech will increase your income by y with y being the level of the tech you possess. There will be an RNG roll on a D50 each time somebody tries to level up in tech, and if the number of the tech (level 5 is 5) appears as the result, then only half of what you invested is actually invested, and through corruption or some research accident you lose the other funds and have to re invest next turn.
Combat
We will be using Son's combat system. Essentially, the following example holds true:
Nation A is attacking with 15 divisions, Military Tech 2.
Nation B is defending with 10 divisions, Military Tech 3.
I multiply both nation A and B armies by the military tech of each nation respectively.
Nation A: Strength=30
Nation B: Strength=30
I then do a RNG roll of 1-60. I got the 60 by adding the combined strengths. 1-30=A Victory. 31-60=B Victory.
I get a 35. B wins.
I then do a casualty roll. To do this, I have to subtract the lowest military level from both sides. In this case, Nation A with M2.
Nation A=15 Strength (since they're at M0 now)
Nation B=20 Strength (since they're at M1 now)
Since Nation B wins, I roll 0-20. If I rolled a 0, NO one loses any divisions. In this example, I roll a 10. Nation A loses 10 divisions.
Now, I do a second casualty roll to determine Nation A's losses. They can only roll 0-10. I roll a 5. Nation B loses 5 divisions.
Now, say that I rolled a 18 for the first casualty roll. That would completely destroy Nation A. HOWEVER, for the second casualty roll, the roll can only be 0-15. Why? Because Nation A is only has a maximum strength of 15.
Remember, keep your own stats, and don't expect an update more than once a week. You will be occasionally audited, so don't cheat in your stats or orders. Orders can be public or private, but if they are private, make sure they are important.
Don't expect anything major of this. I made it on the fly. It could die before its first update, but it could also live forever. Who knows?

MAP:
NOTE: As you sign up, try and edit the map posted by somebody who signed up before you to save me some work. Thanks!