Mosher
Mushroom dad
Random Events and Social Issues:
Every turn, your nation will be faced with a myriad of social issues, random events, et cetera. You will have to figure out how to proceed with those events, and how to resolve social issues, and the events you get are influenced by your behavior, history, etc, and your decisions on how to go about those events will have long term effects on your nation.
Economics:
EP is the heart of economics in this game. You spend EP on armies, navies, espionage, whatever. It's important. You have two sources of EP in this game: trade, and national income.
Industry cost is dynamic according to your pop and existing industry; industry doesn't directly provide IP, but rather is a combination of your industry and population that produces income.
Industrial efficiency is a measure of how efficient your factories are at turning inputs into outputs. You can increase industrial efficiency by 1% by investing 10% of your annual income into efficiency.
Another important thing: you can build factories in foreign nations. Those factories give 50% of their profit to you and 50% to the host nation, and you can shut them down at will. To build a factory in another country, you only have to pay their factory cost, not yours.
Finally, there are Special Projects. Special projects are, essentially, EP sinks - you tell me what you want to do, preferably with a detailed description, and I will give you a ballpark price tag (50% of cost-150% of cost). You can invest anything you want within that range, though the less you invest, the less chance it will complete that turn (if it costs 50 EP and you choose to invest 25, there is a 2% chance of it succeeding, for instance). Special projects can be pretty much anything in reason and you will get due bonuses for investing in them.
For reference, 1 pop = 10,000 families (assumed to be of 4 people).
War:
Every unit in this game has the potential to be unique. There is only three types of unit: Infantry, Armor, and Ships.
Infantry
Cost: 20 EP, 20 pops
Shock Damage: 10
Damage: 10
Defense: 5
Speed: 1
Recon: 1
Discipline: 20%
Morale: 15/15
Health: 20/20
Armor
Cost: 40 EP, 10 pops
Shock Damage: 20
Damage: 15
Defense: 10
Speed: 2
Recon: 1
Discipline: 10%
Morale: 5/5
Health: 15/15
Ship
Cost: 60 EP, 5 pops
Shock Damage: 5
Damage: 20
Defense: 10
Speed: 4
Recon: 2
Discipline: 20%
Morale: 10/10
Health: 30/30
The catch is, you can upgrade your units to a potentially infinite amount, using modules. There will be a list of generic modules that anyone can buy, but you can also pm me your own. You can tell me the purpose (and exact stats if you want) of the module, and I will quote you a price. Researched modules can be used the turn after you research them, where they will be announced with their stats to the world but only you will be able to build them - though you can sell production licenses to whoever you want. You can add as many modules as you want to a unit, but bear in mind that each module will increase the cost of the unit. Modules cannot be stacked.
When you build a unit, you MUST give it a unique name (even if it uses the same build as another unit) and update your order of battle (more on that in the Order Format section) and list off all modules + the stats those modules have.
Generic Module List
(+all stat stat does not include speed, recon, or discipline)
5 EP - Well Disciplined (+10 Morale, +5 Shock, +20% discipline)
10 EP - Sturdy Equipment (+5 all stats, +2 to speed, +2 to recon)
15 EP - Medic Corps (+10 Health, +5 Defense)
10 EP - Light Armor (+2 to speed, +4 to recon, -10 all other stats, -5% discipline)
15 EP - Medium Armor (+1 to recon, +5 all other stats, +5% discipline)
20 EP - Heavy Armor (-1 to speed, +10 all other stats, +10% discipline)
5 EP - Experienced (+5 all stats, +1 to speed)
15 EP - Artillery (+10 damage, +5 shock, -2 speed, -1 recon, -5 Health)
10 EP - Anti-Tank (+10 damage vs. Armored Units, +5 shock vs Armored Units, +5 morale, -4 speed, -2 recon)
20 EP - Planes (+1 speed, +3 recon, -5 health, -5 damage)
Ship-Only Modules: Modules here are stackable
10 EP - Destroyer (+5 damage, +5 shock, +2 speed, +1 recon)
5 EP - Torpedo Boat (-5 damage, -5 shock, +4 speed, +2 recon, -5 health)
15 EP - Cruiser (+10 damage, +15 shock, +5 health)
20 EP - Battleship (+20 damage, +25 shock, -2 speed, -2 recon, +10 health, +10% discipline)
10 EP - Transport (-2 speed, can transport one division)
For units that are low on morale, you can spend 10% of the unit's cost (base cost + modules) to increase morale by 10% (minimum 1 point). For a unit low on health, 1 pop per health will repair it.
Diplomacy:
Diplomacy in regards to NPCs largely falls to foreign investment. An NPC will listen to the nation making it the best deal, so buying it off with foreign investment is a good strategy for winning loyal (for now) friends.
Other than that, each NPC has a couple secret personality traits assigned to them that will help me to make decisions for them (both events and diplomatic relations), and they will try and make the best choice for them at all times (though they do not forget old friends).
Order Format:
There is no specific order format, but when you send orders, please send in your order of battle: a list of your units ranging from the unit you want to fight first in the event of combat and the unit you want to fight the least. This is mandatory for if you are launching an offensive; if you are not at war, you don't have to send this list, and I will simply automate you if you are attacked. Also include in your orders all modules that your nation has special privileges to build (like if you researched one or bought the design license from someone.
MAKE SURE TO GIVE UNIQUE NAMES TO ALL UNITS. YOU WON'T HAVE MANY OF THEM AND IT MAKES IT MUCH EASIER FOR ME TO KEEP TRACK OF THEM.
Roleplay:
Roleplay is, of course, welcome, and the more RP you put out the more I can personalize your nation with events, modifiers, etc.
Every turn, your nation will be faced with a myriad of social issues, random events, et cetera. You will have to figure out how to proceed with those events, and how to resolve social issues, and the events you get are influenced by your behavior, history, etc, and your decisions on how to go about those events will have long term effects on your nation.
Economics:
EP is the heart of economics in this game. You spend EP on armies, navies, espionage, whatever. It's important. You have two sources of EP in this game: trade, and national income.
Industry cost is dynamic according to your pop and existing industry; industry doesn't directly provide IP, but rather is a combination of your industry and population that produces income.
Industrial efficiency is a measure of how efficient your factories are at turning inputs into outputs. You can increase industrial efficiency by 1% by investing 10% of your annual income into efficiency.
Another important thing: you can build factories in foreign nations. Those factories give 50% of their profit to you and 50% to the host nation, and you can shut them down at will. To build a factory in another country, you only have to pay their factory cost, not yours.
Finally, there are Special Projects. Special projects are, essentially, EP sinks - you tell me what you want to do, preferably with a detailed description, and I will give you a ballpark price tag (50% of cost-150% of cost). You can invest anything you want within that range, though the less you invest, the less chance it will complete that turn (if it costs 50 EP and you choose to invest 25, there is a 2% chance of it succeeding, for instance). Special projects can be pretty much anything in reason and you will get due bonuses for investing in them.
For reference, 1 pop = 10,000 families (assumed to be of 4 people).
War:
Every unit in this game has the potential to be unique. There is only three types of unit: Infantry, Armor, and Ships.
Infantry
Cost: 20 EP, 20 pops
Shock Damage: 10
Damage: 10
Defense: 5
Speed: 1
Recon: 1
Discipline: 20%
Morale: 15/15
Health: 20/20
Armor
Cost: 40 EP, 10 pops
Shock Damage: 20
Damage: 15
Defense: 10
Speed: 2
Recon: 1
Discipline: 10%
Morale: 5/5
Health: 15/15
Ship
Cost: 60 EP, 5 pops
Shock Damage: 5
Damage: 20
Defense: 10
Speed: 4
Recon: 2
Discipline: 20%
Morale: 10/10
Health: 30/30
The catch is, you can upgrade your units to a potentially infinite amount, using modules. There will be a list of generic modules that anyone can buy, but you can also pm me your own. You can tell me the purpose (and exact stats if you want) of the module, and I will quote you a price. Researched modules can be used the turn after you research them, where they will be announced with their stats to the world but only you will be able to build them - though you can sell production licenses to whoever you want. You can add as many modules as you want to a unit, but bear in mind that each module will increase the cost of the unit. Modules cannot be stacked.
When you build a unit, you MUST give it a unique name (even if it uses the same build as another unit) and update your order of battle (more on that in the Order Format section) and list off all modules + the stats those modules have.
Generic Module List
(+all stat stat does not include speed, recon, or discipline)
5 EP - Well Disciplined (+10 Morale, +5 Shock, +20% discipline)
10 EP - Sturdy Equipment (+5 all stats, +2 to speed, +2 to recon)
15 EP - Medic Corps (+10 Health, +5 Defense)
10 EP - Light Armor (+2 to speed, +4 to recon, -10 all other stats, -5% discipline)
15 EP - Medium Armor (+1 to recon, +5 all other stats, +5% discipline)
20 EP - Heavy Armor (-1 to speed, +10 all other stats, +10% discipline)
5 EP - Experienced (+5 all stats, +1 to speed)
15 EP - Artillery (+10 damage, +5 shock, -2 speed, -1 recon, -5 Health)
10 EP - Anti-Tank (+10 damage vs. Armored Units, +5 shock vs Armored Units, +5 morale, -4 speed, -2 recon)
20 EP - Planes (+1 speed, +3 recon, -5 health, -5 damage)
Ship-Only Modules: Modules here are stackable
10 EP - Destroyer (+5 damage, +5 shock, +2 speed, +1 recon)
5 EP - Torpedo Boat (-5 damage, -5 shock, +4 speed, +2 recon, -5 health)
15 EP - Cruiser (+10 damage, +15 shock, +5 health)
20 EP - Battleship (+20 damage, +25 shock, -2 speed, -2 recon, +10 health, +10% discipline)
10 EP - Transport (-2 speed, can transport one division)
For units that are low on morale, you can spend 10% of the unit's cost (base cost + modules) to increase morale by 10% (minimum 1 point). For a unit low on health, 1 pop per health will repair it.
Diplomacy:
Diplomacy in regards to NPCs largely falls to foreign investment. An NPC will listen to the nation making it the best deal, so buying it off with foreign investment is a good strategy for winning loyal (for now) friends.
Other than that, each NPC has a couple secret personality traits assigned to them that will help me to make decisions for them (both events and diplomatic relations), and they will try and make the best choice for them at all times (though they do not forget old friends).
Order Format:
There is no specific order format, but when you send orders, please send in your order of battle: a list of your units ranging from the unit you want to fight first in the event of combat and the unit you want to fight the least. This is mandatory for if you are launching an offensive; if you are not at war, you don't have to send this list, and I will simply automate you if you are attacked. Also include in your orders all modules that your nation has special privileges to build (like if you researched one or bought the design license from someone.
MAKE SURE TO GIVE UNIQUE NAMES TO ALL UNITS. YOU WON'T HAVE MANY OF THEM AND IT MAKES IT MUCH EASIER FOR ME TO KEEP TRACK OF THEM.
Roleplay:
Roleplay is, of course, welcome, and the more RP you put out the more I can personalize your nation with events, modifiers, etc.