CNES: The Flames of War (BETA)

Crezth

第六天魔王
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May 26, 2006
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Update 11 Deadline: September 19th, 8:00 PM GMT
Deadline ETA: HERE[TIMER=8:00 PM GMT 10/3/2012][/TIMER]
Update ETA: [TIMER=4:00 AM GMT 10/5/2012][/TIMER]

"You don't have an ETA for a hard deadline." - Dachs

DISCLAIMER: This NES is, for all intents and purposes, a beta test of the overall rules system. Rules are, at any time, subject to change. Please keep this in mind when sudden and sometimes even drastic changes make an impact on your gameplay.

Introductory

Hello and welcome to CNES: The Flames of War. This is an homage to Daftpanzer’s classic ZPNESV: Flowers on the Razor Wire, and I hope you enjoy it.

So, just what is CNES: TFW? It’s essentially a strategy board game mixed with elements that we NESers have come to know and love. It’s got a map custom-made by Lord Iggy with its own backstory written by Thlayli. You can think of TFW as a mixture of Risk, Axis & Allies, and Civilization. In a nutshell: you build an economy, and an army, and send it at your foes, all with the aim of achieving world conquest. Sound fun? It may be, I honestly have no idea. To begin playing, simply send me a nation submission, as detailed in the next section. Once I give you the go-ahead, you can start planning and diplomacizing with everyone else. Whee!

The actual playing by you is done mostly through orders sent to me. For each update you’ll need to send me orders detailing how you’re spending your various resources, and how you’re ordering your troops around. For information on how these rules work, read on.

If you’re a creative sort, you can also write stories, and develop your nation’s character through the submission of extra content. If you write particularly good stories, or submit particularly good content, I may even reward you with Mod Points for your effort - these can go to buying yourself something nice.

Submissions & Stats

Nation submissions can occur at any point throughout the NES. To begin, you identify one province to serve as the Capital (it generally cannot be a province already belonging to another player, see the section on “Insurrection” for more details), and then you dole out 20 Nation Points however you like to “buy” from a variety of qualities for your nation (see the “Nation Shop” for more details). Take a look!

Beginning of the NES

At the beginning of the NES, the opportunities are limitless. You have 20 Nation Points (NP) to spend when first creating your nation; these can be spent on things in the “Nation Shop” which you may then indicate in your stats. Here is the basic deliverable:

[font=”Courier New”]Nation Name:
Flag:
Color:
Unit Type:
Provinces:
Units:
Improvements:
Extras:
History:[/font]

And again, annotated:

[font=”Courier New”]Nation Name: {such as: The Iron Fascists of the Greater South}
Flag: {See the “Graphics” section below}
Color: {Give a primary color, which will be the color of your provinces, and a secondary color, which will be the color of your borders; these colors will also be used for your units.}
Unit Type: {See the “Graphics” section below}
Provinces: {One “Capital” province, that is free, and as many additional provinces as you can afford with NP}
Units: {You start with 3 Infantry for free, all in your capital, but you may purchase additional units with NP}
Improvements: {Your provinces will all be unadorned to begin with, but you may add improvements to them for NP}
Extras: {Anything else you get from the Nation Shop which doesn’t fit into the above 3 categories}
History: {A description of your nation and its history, with consideration given to the Thlayli chronicles}[/font]

I will be doublechecking stats to see nobody runs over 20 NP. If you go over, I will cut costs (Units, Extras, Improvements, Provinces) until you are under budget. NP unspent at the time of nation creation will be turned into $ (1 per NP) and then put into your treasury for the start of the game.

For easy reference, here are links to Thlayli’s histories:

Thlayli’s History pt. 1
Thlayli’s History pt. 2
Thlayli's History pt. 3

During the NES

If you want to make a nation after the launch - that is, during the NES - you are a bit more limited. To begin with, you can only have one province to start with, and you may not choose player-controlled provinces (generally) or capital provinces (ever) when doing so. If you choose an NPC province, improvements that are already there are automatically counted against your NP, and you may add new improvements if you choose. If you choose a player-controlled province, you may not add any improvements, but existing improvements do not count against your NP.

[font=”Courier New”]Nation Name:
Flag:
Color:
Unit Type:
Province:
Units:
Improvements:
Extras:
History:[/font]

Insurrection

Any nation with more than 8 provinces can experience an insurrection whereby a new player joins the game as a rebelling province in the aforementioned nation. To do so, pick any province in that nation that was not one of the provinces that player started with (indicated on the map as a “core” province of that faction) without a unit garrison and PM me your nation submission rather than post it in the thread.

Nation Shop

Here are the things you can buy with your NP when making your nation (note you can only take each “Extra” item once per, and tech prerequisites still apply for techs obtained in the Nation Shop):

ONE EXTRA PROVINCE: 5 NP. Beginning nations only.
ONE PROVINCE INDUSTRIALIZED: 10 NP. Beginning nations only.
ONE PROVINCE URBANIZED: 5 NP. Beginning nations only.
ONE PROVINCE W/ PORT: 2 NP. Beginning nations only.
ONE PROVINCE W/ AIRBASE: 2 NP. Beginning nations only.
ONE PROVINCE W/ RESEARCH LAB: 7 NP. Beginning nations only.
INFANTRY UNIT: 1 NP.
ARMORED CAR: 2 NP.
LANDSHIP: 4 NP.
ARTILLERY: 3 NP.
OFFICER: 5 NP.
BIPLANE: 2 NP.
SUB: 3 NP. Only if you have a port.
DESTROYER: 2 NP. Only if you have a port.
BATTLESHIP: 4 NP. Only if you have a port.
MANDATORY SERVICE: 5 NP. Extra. Start with 10 Militia.
BUSINESS SCHOOLS & TYCOON CAPITALISM: 5 NP. Extra. Start with Business & Individualism.
NEW DAWN: 5 NP. Extra. Start with Third Way.
FIVE-YEAR PLANS: 5 NP. Extra. Start with State Socialism.
PEOPLE’S REPUBLIC: 5 NP. Extra. Start with Syndicalism.

Graphics

Flags

You can choose one of any of the following flags.

Flags 1
Flags 2
Flags 3
Flags 4
Flags 5
Flags 6

“But Crezth!” I hear you cry indignantly, “I wanted a custom flag!” No problem. Simply make a flag graphic with the same dimensions as any of those above and send it to me, and I’ll try to cook it up like the other flags.

Unit Type

You can choose a helmet type (complete with a “general feel”) from any of these:



Names should be fairly self-explanatory. There will be plenty of extra customization as the game goes on.


Economy Rules

The economy of your nation is its life-blood: it supplies, grows, feeds, and fuels the army that you better be building. Allegedly, economies have been used for other things throughout history, but that has yet to be borne out by evidence. Economics has traditionally been an incredibly complicated subject, often requiring years of study before even the most ambiguous of rules can be established and understood. Still partially outside of the realm of human knowledge, simulating an economy is a task of incredible difficulty. In CNES, your economy is represented by $.

Provincial Income

Provinces are classified according to three categories: terrain type, industrialization, and urbanization. Each province in your domain will contribute $ to your yearly income based on the amalgamation of the effects of the province’s inherent profitability (its terrain type) and its level of improvement. As a general rule of thumb, improvement is costly at first, and it takes a while to fully reap its benefits. At the start of the game, some provinces may be industrialized or urbanized, depending on the history of those regions.

Terrain Type

There are four general terrain types: jungle, desert, tundra, and temperate. Each province will be defined as being one of these categories. Different terrain types offer a different level of “base” economic profitability, and can offer different combat bonuses to the defender. The “base” economic profitability is essentially how much money the province produces from simple resource gathering operations, or when it is neither urbanized nor industrialized. All the terrain types and their qualities are classified below:

Jungle: $1, defense level 1, -1 Atk for armor-type units, urbanization +100% cost, industrialization +50% cost
Desert: $1, defense level 1, urbanization +100% cost, armored units entering desert provinces must end their movement in that province
Tundra: $1, defense level 1, urbanization +100% cost
Temperate: $1, defense level 0

Sometimes, these provinces can also have other features, like hills, mountains, and forests:

Hill: Defense level +1
Mountain: Defense level +2, urbanization +200% cost, industrialization +50% cost, units entering mountain provinces must end their movement in that province
Forest: -1 Atk for armor-type units

Each defense level counts as a fortification level (see Movement Rules below), but does not count against the max fortification level permitted by technology.

THE TERRAIN MAP

|Tropical|Desert|Temperate|Cold
Default|N/A| Yellow | Orange | White
Forest| Dark Green |N/A| Light Green | Turquoise

Improvement

Urbanization refers to the level of settlement in a province. An urbanized province is heavily and densely populated, and generates more income from the commerce generated in the urban area. Generally, urbanized provinces have access to more improvements than industrialized provinces, even though they produce less wealth. It costs $10 to immediately urbanize a temperate province. It costs $20 to immediately urbanize a desert or tundra province.

[No icon] Rural: +$0
Urbanized: +$3. Allows province to build unlimited infantry-type units.

Industrialization requires a one-time investment of $20 to immediately industrialize a province. An urbanized province cannot also be industrialized.

Industrialized: +$5. Allows province to build unlimited units of any type that province would normally otherwise be able to build.

You may also construct ports and airbases, which mostly provide military benefits but can also provide trade benefits. Ports and airbases both cost $5 to build.

Port: Province must be industrialized or urbanized and coastal. If in urbanized province, gives +$1. Allows province to build naval units (1/turn normally).
Airbase: Province must be industrialized or urbanized. If in urbanized province, gives +$1. Allows province to build air units (1/turn normally).

You may also build research labs, but only in urbanized provinces. Research labs cost $8 to build.

Research Lab: Gives +1 research points.

Finally, you may build forts for $5, which improve defense.

Fort: Defense level +1 in this province.


Occupied Provinces

Occupied provinces are those that you don’t normally own, but which you have control of due to successfully having taken it during war. In most cases, it takes 1 turn for an occupied province to normalize. Occupying a province has a few effects:

  • Disables income from that province for 1 turn.
  • Transfers ownership of province to the occupier.

Razing

In any province you control, you can elect to raze some of its assets or qualities. Razing is free but takes 1 turn to complete. Once started, it can only be reversed with an investment of $5 (in the interim period while the razing is occurring; once the razing is complete, it cannot be undone).

You can raze:

Urbanization
Industrialization
Forest
Port
Airbase
Research Lab
Fort

Spending

There are three things you can spend $ on: improvements, units, and greasing the palms of aggressive neighbors. In order to buy anything, however, you must be able to afford it. Ordering to buy something that you can’t afford will make me a sad panda, and you an even sadder panda.

Buying Units

To buy a unit, indicate in your orders the province that the unit is to be built in. Keep in mind that provinces cannot build more than one unit per turn, except where otherwise specified here:

Infantry-type units: 1/turn unless urbanized or industrialized (unlimited/turn).
Non-infantry ground-units: 1/turn unless industrialized (unlimited/turn).
Air units: 0/turn unless airbase (1/turn) or airbase and industrialized (unlimited/turn).
Navy units: 0/turn unless port (1/turn) or port and industrialized (unlimited/turn).

Getting/Removing Cores

In any province you control, you may add a core there for a cost. The cost depends on how many cores your faction already has:

# Cores|Cost ($)
0|0
1|5
2|5
3|10
4|15
5|20
6|30
7+|50

You may also remove a core, yours or another faction’s, in any province you control for $20. BE WARNED! This action has a 50% chance to spawn 1d6 Militia under the control of the victim faction, and another 50% chance to raze improvements in the province!

Mod Points

Mod Points are a special type of point that is earned from being a “good NESer.” Typically, at least one mod point will be doled out per turn based on an agglomeration of the following criteria:

1.) Who had the best orders. From an objective standpoint, whose orders were most well-organized, clear, and concise. You won’t get a mod point if your orders contain errors - spelling or otherwise - or are incomplete or unclear.
2.) Who was the most helpful. Let’s say I ask for a piece of media, or something else, to help move the NES along. Delivering on such a request can cinch you the mod point.
3.) Submitting good content. Let’s say you write a great story that moves me to tears. Probably go’n earn you a mod point.

For a frame of reference, both Thlayli and Iggy are starting with some mod points due to their invaluable service to this NESterprise. It’s my little way of saying thanks.

So what can you do with these mod points? Well first of all, they give you mad swag. Every kid on the block is going to be wanting some of these pimpin’ mod points. Secondly, you can buy stuff with them. Stuff like double strength units, infinite resources and nuclear we-hahaha no that’d be ******ed. You can buy cosmetic stuff though. Lookie:

5 Mod Points: Name Change! - Change the name of any of your unit types.
Ex.: You rename your Infantry unit to Red Guard. So now in the battle feedouts, instead of “Infantry” you will be reported as having “Red Guard (Infantry).”
10 Mod Points: Landmark! - Add a sprite-lookin’ thing to any territory that you control on the map as a permanent doodad adorning the landscape!
Ex.: You think to yourself, “Man I wish I could have one of these cool sprites in my faction.” Well, if you have 10 Mod Points, now you can!
15 Mod Points: Sprite Change! - Change the sprite for any of your unit types to... anything.
Ex.: “If only my infantry could all be blue hedgehogs!” Well, no, I’d actually veto that one pretty hard, and probably dock you 5 mod points for good measure. But you get the idea.

Movement Rules

Every unit has a certain amount of movement, indicated by the blue arrow on their unit card. For land and naval units, this is the maximum amount of provinces that that unit can move in one turn. For an air unit, this is the maximum range that an air unit can operate within (to perform combat missions, bombing missions, and interception missions within).

Ground Units

Ground units have access to a certain number of special orders regarding movement and how they can operate on the game board. The orders that every ground unit can access are: move, fortify, and blitz.

Move

Every ground unit can move a number of provinces equal to the value of their movement score, as shown on their unit card. Every naval unit can move a number of naval spaces equal to the value of their movement score in the same way. Movement consists of multiple phases: there is the initial phase, and the subsequent phases.

The initial phase details all movements made by all ground, air, and naval units made to the fullest extent possible permitted by their movement score before being forced to stop for whatever reason, be it that they have been forced to engage an enemy army or are stopped due to other mitigating factors.

Once all movement has been resolved in this manner, the initial phase is concluded by the battle phase, where all battles that need to be resolved are resolved. Following this is the retreat phase, where units that have survived and lost a battle retreat into adjacent friendly provinces. After the retreat phase is the secondary movement phase, where units with movement points remaining and an unpingable path forward OR under a blitz order finish their movement as ordered.

Fortify

Any ground unit that chooses not to take a movement order can take a fortify order, where they dig into the territory they are in to obtain a Fortification bonus. Subsequent fortification orders can increase this bonus by increasing the fortification level by 1, so long as tech level permits. Taking a movement or blitz order eliminates all acquired fortification bonuses. By default, the maximum fortification level is 1.

Fortification bonus: +1 Def and +1 Eva per level.

This bonus can also be improved by certain qualities of terrain (and terrain bonuses do not count towards the max level permitted by technology), however the total fortification bonus can never exceed 5.

Blitz

A blitz is a special movement order that allows an army to attack multiple times in one turn. Any unit with a movement score above 1 can take a blitz order. The only difference between a blitz order and a movement order is that the secondary movement phase is now no longer limited by requiring a clear path forward: even if units occupy the target province, units with a blitz order can keep moving ahead, and will keep fighting. The total number of provinces that a unit can move under a blitz order cannot exceed its total movement. Blitz orders can only be given once the appropriate tech has been researched.

Air Units

Air units are always qualified as being “based” in a province, and it is from that province that they can operate. Aircraft can perform any orders within range of their based province, or “base,” their range being defined as their movement score. If an air unit loses its base, or for any other reason must rebase, then it moves its base to another baseable province.

Aircraft can undertake six types of orders:

Ground Support

Aircraft ordered to do ground support will participate in any battles occurring in the targeted territory. The targeted territory must be within range of the supporting aircraft. Note that aircraft ordered to do ground support can and will also fight enemy aircraft in any battle that they are ostensibly participating in for ground support purposes.

Ground Attack

All aircraft can engage in ground attack missions. Unlike ground support, in this kind of mission an aircraft actively engages hostile units in the target territory. Use this to make bombing passes on territories you can’t quite reach yet, or if you want to use aircraft to engage an opponent without bringing ground troops to the fight. If you use this mission and target an ocean territory, adjacent territories that the aircraft can also reach will also be targeted in case enemy naval units pass through those territories but not, specifically, the target territory.

Interception

Aircraft ordered to do interception will participate in any battles in range where at least one enemy aircraft is performing ground support. They will opt to participate in the battle with the most enemy aircraft present. Aircraft ordered to intercept will also force enemy aircraft engaging in strategic bombing within their range to fight.

Rebase

You can manually rebase your aircraft in lieu of another order for a turn. Doing so consists of moving the aircraft and its base to another baseable province. Baseable provinces are friendly provinces with an airbase within the range defined by the range score of the rebasing aircraft in question. If there is no baseable province in range, the aircraft cannot rebase. Aircraft that cannot rebase, but which are forced to, are destroyed.

Air Sweep

Biplane, Fighter, and Jet units can engage in air sweep missions. To do so, simply order the mission on any territory within range of the biplane, fighter, or jet you are giving the mission order to. When air sweeping, aircraft will escort strategic bombing missions sent to the target territory, meaning they will join those aircraft in combat should they be intercepted.

Strategic Bombing

Bomber and Heavy Bomber units can engage in strategic bombing missions. To do so, simply order the mission on any territory within range of the bomber or heavy bomber you are giving the mission order to. Aircraft ordered to engage in this way will not participate in battles with other units except when intercepted. Strategic bombing missions roll 1d6+Atk (per bomber) against 1d6+Def (per defending AA). A victory for the attacker means that one installation at random in the defending territory starts razing, and razing rules continue as normal from there. A victory for the defender means a 50% chance that the attacker is destroyed and no damage is done to any installations in the defending territory.


Diplomacy Rules

Diplomacy is when you talk to other nations and stuff, and make agreements and disagreements and write pieces of paper about how much you hate or love each other. In CNES, diplomacy is a mostly unregulated process in terms of who you can talk to and when, but where it affects gameplay there are a few specific rules. You may also trade $ to other players.

The relationship between your nation and another nation can be expressed as one of three different statuses:

At Peace: Default. No special rules.
Allied: Must be explicitly referred to by both players in orders; units now fight together as allies and can enter allied territory without starting war.
At War: Triggered when one nation’s armies enters the territory of another nation not in an alliance. Units now fight one another when occupying the same territory and can occupy another’s territory.

When you break an alliance, you must explicitly order it in your orders. Keep in mind that this action occurs during the political phase of the turn, and therefore unit positions as they are at the start of the turn must be resolved before any movement can occur. This is so that a player cannot unally the same turn they occupy a formerly friendly nation's capital province.
 
Combat Rules

Combat is pretty important to this NES, so there are some rules for it. Combat is joined whenever units from unallied factions occupy the same province. An attacker and defender is selected between the sides, and then a battle occurs between both of the armies. The victor of the battle’s units remain in the province and occupy it if their faction did not previously control it, and the loser of the battle’s remaining units retreat to neighboring friendly provinces randomly. The nuts and bolts of combat are discussed summarily.

From this point forward, “army” refers to any consistent collection of units, either all from one faction or from multiple different allied factions.

Stats

All units have some combination of these stats, and depending on if they are attacking or defending, can apply them differently:

Atk (Attack): Determines the To Hit bonus for any unit in an attacking army.
Def (Defense): Determines the To Hit bonus for any unit in a defending army.
Eva (Evasion): Determines the To Hit penalty against this unit.
Arm (Armor): Determines the Pierce penalty against this unit. A Pierce penalty of 0 means that all Pierce rolls automatically succeed.
AP (Armor-Piercing): Determines the Pierce bonus for this unit against enemy armored units.
AA (Anti-Air): Determines the To Hit bonus for this unit against enemy flying units.
Alt (Climb): Determines the altitude of this unit, used to calculate the To Hit penalty against this unit. An Alt that is higher than 0 indicates that the unit is a flier.

There are additionally four icons on the unit card’s portrait that indicate other qualities:

$: The price of the unit, or how much it costs to build this unit in a turn.
Blue arrow: The movement of the unit, or how far in provinces the unit can move in one turn.
Wing: Whether or not the unit is a flier for To Hit purposes.
Explosion: The unit deals splash damage (see Splash Damage seciton).

Before Battle

There are a number of ways opposed armies can occupy the same province. In general there are three scenarios:

Invasion: One army invades a defended province

In this scenario, the invading army is the attacker and any army in the defended province is the defender.

Clash: Two opposed armies both invade an empty province OR one another’s province

In this scenario, the army with the higher average Mov is considered to have the initiative and is, by default, considered the attacker; the other army is considered the defender (without fortification bonuses). A tie is decided by coin-flip. The attacker in a clash scenario receives a +1 Atk and +1 Eva circumstance bonus due to initiative.

Battle Royale: Two or more unallied armies enter the same province OR invade an unallied province

In this scenario, invading armies from provinces that border one another will fight each other first (as in Clash) and the victor there goes on to fight those in the defending province. If the invading armies are from provinces that do not border one another, the defenders will split their forces in half equally to deal with both of the attackers, before the attackers then deal with whoever remains (with both attackers winning becoming a clash, and the defender winning one remaining as the defender for a second engagement).

FAQs

Q: If province A attacks province B, but province C attacks province A, does A’s attack still go through?
A: Yes; units that the attacker from A left behind stay and defend.

Q: After three heats, what happens to the loser’s army?
A: They retreat, either to the province they came from (if attacking) or a nearby friendly province (if defending).

Q: What happens if a retreating attacking army cannot return to the province it came from?
A: If there are no other friendly provinces to retreat to bordering the province that the attacking army was attacking, the army is routed.

Q: Can I use units the turn I buy them?
A: No. When you buy a unit, they idle in the province they are built in. Then comes the move phase, where units that were not built that turn can move, attack, fortify, and so on. Note, however, that units built in the build phase can defend during this phase.

Resolving Battles

Battles typically occur across three “heats.” Each heat sees all the units in both armies rolling dice to “hit” units in the opposing armies. For each unit, the process is as follows:

1. Decide target. A unit is chosen in the opposing army to be the “target,” against which To Hit and Pierce rolls will be compared to see if a kill is scored. Generally, attacking units are biased and are more likely to choose enemy units that they will have a better time killing. You won’t typically see an infantry unit shooting at a bomber, for example, when there are militia about.

2. Roll to hit. The shooting unit rolls one six-sided die and adds its Atk or Def to the roll. It compares this value, its To Hit score, to the target’s Evasion score, which is one six-sided die plus Eva. If the To Hit score exceeds the Evasion score, then the To Hit check succeeds.

2a. If the target is aerial, the shooting unit instead adds its AA to its To Hit roll. Additionally, the To Hit roll is penalized by: -2 if the shooting unit’s AA is 0, -2 if the shooting unit’s altitude is 2 less than the target’s, and -4 if the shooting unit’s altitude is 4 less than the target’s.

2b. There is, by default, a 5% chance that the shooting unit’s attack will hit and kill no matter what. This is the critical hit chance, and a hit made in this way is called a critical hit.

2c. Critical hits cannot be made on flying units by units with no AA.

3. Roll to pierce. If the shooting unit hit the target, and the target is armored, a pierce roll is necessary (if the target is not armored, the pierce roll automatically succeeds). The shooting unit rolls one three-sided die and adds its AP to the roll. It compares this value, its Pierce score, to the target’s Armor score, which is one three-sided die plus Arm. If the Pierce score exceeds the Armor score, then the Pierce check succeeds.

4. If both the To Hit and Pierce checks succeed OR the To Hit check succeeds and a critical hit is made, the defending unit is killed. However, all shots are assumed to be simultaneous, so a unit that is killed before its shots are rolled can still kill something.

Once every unit in both armies has taken its shots, the killed units are removed from combat. Once all heats are finished, units that were removed from combat are removed from the game.

Victory

To win a battle, the attacker must inflict a greater proportion of deaths on the defender AND have a numerical superiority of 3:2 OR end the battle with a numerical superiority of 3:1. If neither of these is the case, the defender is the victor. However, if the attacker has a numerical advantage of 3:2 but does not have a superior survival ratio, it is a Stalemate and a second battle termed a Struggle must begin. A Struggle has normal victory conditions although a Stalemate is considered a win for the defender.

Naval Units

Naval units engage in combat very similarly to ground units. The rules are generally the same for engagements, except of course that all engagements only occur in sea squares. There are a few additional considerations to make for naval units, however. The default critical hit chance in naval combat is 10% instead of the 5% it is for ground combat.

Splash Damage

Naval units are unaffected by splash damage. This means bombers and heavy bombers only do damage as directed by their normal attack when fighting against naval units.

Submarines

Subs are a special kind of naval unit that have the ‘Dive’ passive ability, which lets them avoid hostile fire from any unit which does not have anti-sub capability (at the start of the game, only destroyers and other subs have this capability). If an engagement were to occur between only subs and only, say, battleships, the subs would remain unharmed by the battleships and yet still fire off three heats’ worth of attacks. Keep this in mind when sending those behemoths of the sea around unescorted.

Bombardment

Destroyers and Battleships can engage in bombardment of any coastal region. This allows them to carry on one of two missions: port destruction or shore bombardment (the latter of these is elaborated on in the Special Rules section). Port destruction allows each attacking destroyer and battleship to roll 1d6. On a roll of ‘6’ for a destroyer, ‘5’ or ‘6’ for a battleship, any ports in the targeted region start razing. Bombard orders can only be carried out in a coastal region that is bordering the naval province where the bombarding unit is located.

Carriers

Carriers can act as a location to rebase aircraft to. Carriers can base 3 biplanes, fighters, or jets in this way, OR 1 bomber or heavy bomber. If a carrier is destroyed and it was a base for any flying units, those flying units are forced to rebase as normal. A carrier that is involved in a sea-to-sea battle will always benefit from air support from the air units that it is basing, even if those air units are involved in another battle at another time.

Lander

Landers are naval craft with no combat capabilities, but they can each transport ground units across ocean spaces. One Lander can carry three Infantry-type ground units OR one non-Infantry-type ground unit. To load units onto a navy craft, simply order the ground units in a territory adjacent to an ocean space with Landers to board the Lander - the ground units will need at least one unused movement point to do so. They will do so, and then the Lander may carry along the rest of its movement as it desires. To unload requires there to be an adjacent ground territory to the loaded Lander that is doing the unloading - in addition, the Lander cannot have been loaded in the same term that it unloaded (though it may load in a turn that it had already unloaded). If unloading ground units find themselves in hostile territory, they will fight as if they had moved into that territory, but with a -2 penalty to Atk and Eva. Loading/unloading orders take place in the same “breath” as movement orders upon which those loading/unloading orders are contingent, that is to say that during the movement phase the Lander can move, pick up units (that may already also have moved that turn in order to reach that territory), and go on moving. In this way, a Lander can pick up units up and down an entire coastline in just one turn. Neato! Landers cannot defend themselves, and if they are unescorted in a naval territory with hostile enemy forces, they will automatically be destroyed. Air units ordered to do ground attack or ground support within range of a naval territory that unescorted hostile Landers occupy will have a 50% chance to destroy those Landers.

Naval Interdiction

If you need to defend your nation from naval attack, but do not know exactly where the enemy will strike, you can use naval interdiction to control the seas more easily. To do so, simply order your naval units to undertake "naval interdiction" in orders. They will remain stationary in the named province for the turn, but if any enemy naval units come within that unit's Move range, they will move and engage. A group of naval units undertaking interdiction together will reserve their movement in such a way as to move together to block and engage an offending navy.

Special Rules

Medic

Medics do not take shots like ordinary units, but instead have a 25% chance to heal a fallen allied infantry-type unit at the end of a heat, and return it to combat. Medics may heal units that were killed during previous heats.

Doctrine

Your units also benefit from doctrinal choices. For the most part, the effects of doctrines are as described in the doctrine tree graphic.

Fortification & Terrain

Defending armies receive a +1 bonus to Def and Eva for every level of Fortification, to a maximum of 5 levels of Fortification. Certain terrain types, such as hills, mountains, and forests, offer a native fortification bonus to units defending in provinces with those terrain types.

Officers

Officers are special units that do not participate in combat, but follow an army and provide a +1 bonus to Atk, Def, and Eva to every unit in that army for every level of veterancy that Officer has accrued, and these bonuses do not stack for multiple Officers (nor can multiple Officers be promoted as a result of one army’s victory). Any Officer in the same province as an Army that is victorious (to a maximum of one Officer) receives one level of veterancy (is “promoted”) IF certain conditions are fulfilled during battle (indicated below). Taking someone’s Capital province always gives a level of veterancy. The level of veterancy is indicated by a small gold star above the Officer’s head on the map. Any Officer in the same province as an Army that is defeated has a chance to be destroyed: for every surviving unit in the victorious army, a 20-sided die is rolled. On a roll of ‘20,’ the Officer is destroyed.

Effects of veterancy:

No Veterancy: +0 bonus (default)
Veterancy I: +1 Atk, Def, Eva, and AA*; Must defeat at least 3 units in one battle
Veterancy II: +2 Atk, Def, Eva, and AA; Must defeat at least 5 units in one battle
Veterancy III: +3 Atk, Def, Eva, and AA; Must defeat at least 7 units in one battle

*AA bonus only applies to units with at least 1 AA.

Splash Damage

Some units deal splash damage. Splash damage can be thought of adding a number of half-power attacks that follow in the wake of the initial strike with no AP and with target priority on softer targets. As such, they often can not kill armored targets, but they can wreak havoc on large numbers of soft targets. The number of additional targets harmed by splash damage is equal to the Atk or Def stat of the unit in question.

Shore Bombardment

Destroyers and Battleships can use their guns to facilitate amphibious attacks. If ground units being transported by landers are attacking a coastal province, naval units can be ordered to support them via bombardment. When they do so, they reduce the penalty associated with amphibious attacks by 1 for all units taking part in the amphibious attack. You will need 3 destroyers or 1 battleship supporting in this way in order to successfully reduce the penalty.

Militia

Whenever you lose a core province, 1d3 Militia will appear in your capital province. Whenever you lose a non-core province, there is a 10% chance that 1d3 Militia will appear in your capital province. If you lose your capital, you will obtain 2d6 Militia in the nearest friendly territory, chosen at random. If you lose an urbanized province, the amount of Militia you obtain is doubled.

Flanking

If you are attacking into a province from more than one adjacent province, or if multiple allied armies attack together from different provinces into one province, you receive a circumstantial bonus of +1 Atk and +1 Eva for the battle.

Revanchism

If you are attacking into a province that is one of your nation's cores, you receive a circumstantial bonus of +1 Atk and +1 Eva for the battle.

Units:
Spoiler Land Units :



Spoiler Air Units :

Spoiler Navy Units :



Upgrades

You can upgrade certain older models of units for a price. This price varies based on your technical competence and whether or not the unit being upgraded is in an industrialized province. Units can perform no additional actions on the turn they are upgraded, and you may not move a unit and then upgrade it in the same turn.

Unit->Upgrade|Not in Ind.|Is in Ind.|Faction has 10s
Militia->Infantry|$1|$1|$1
Biplane->Fighter|$5|$4|$4
Armored Car->Light Tank|$4|$3|$3

Doctrine Rules

As you progress in technology, your military will seek new ways to innovate and perpetuate the art of war upon your foes. When you advance to a tech level, it will be indicated in your stats, and you may then select any one of the three doctrines available for the new tech level. Simply choose a doctrine and order to adopt it in your orders. But be careful! Once a doctrine has been chosen, it cannot be unchosen, and other doctrines from the same tech level cannot also be chosen. As you progress in tech, you will add new doctrines, and ultimately customize your military however you want.

Doctrines
Spoiler :


Technology Rules

Technology is obtained through use of another resource called research points. Like $, they are obtained through income, but unlike $, they cannot be banked. Research points must be spent the turn they are earned or they are lost. They also cannot be traded to other nations. Research points are only used to research new technologies, which can provide many benefits to your nation.

Every Capital, by default, earns 5 research points for your nation per turn. If you lose your Capital, any research that you would have done that turn is cancelled, so be careful to guard your Capital. You can increase the number of research points you earn in a turn through two methods primarily.

You may build the research lab improvement in any urbanized, mountain, or jungle province. These labs provide +1 research points per turn and cost $8 to build. If a research lab is captured, the capturer gets half as many research points as the lab has produced since it was built or since it was last captured as plunder, rounded down.

You may also adopt certain policies that can improve research point generation.

Researching a technology is as simple as spending research points with the intent of obtaining a technology. To do so, merely order the allotment of research points and the target technology. Make sure you have the proper prerequisites! By default, all nations start with no technologies. Every technology costs 5 research points. Once you have invested 5 research points into the research of a technology, you are considered to have researched that technology.

There are 6 categories of technology. These categories are mainly for classification purposes, although certain abilities may affect them. They, and their representative colors (but don’t worry about those right now), are:

1. Infantry (Green)
2. Armor/Artillery (Red)
3. Aerospace (Blue)
4. Industry (Gray)
5. Science (Orange)
6. Policy (Yellow)

Category 6 Technologies (or Policy technologies) cannot be researched if another Policy technology of the same tech level has already been researched.

There will be (at least) 5 tech levels in this NES. You may only research technologies whose prerequisites you’ve unlocked. Tech levels are mostly a classification but can be affected by other rules (such as with Policy technology).

To unlock the next tech level, you must research at least ten technologies in the previous tech level. Note that prerequisites may carry over between tech levels.

Not all techs in a tech level may be visible from the start. You may need to research prerequisites before subsequent techs can be visible.

You may “trade” technologies, but only to a certain extent - you can trade technology blueprints that give a one-time research point bonus to the completion of a technology. The recipient of the technology must pay a certain amount to unlock the blueprint. The blueprints will remain in your nation's inventory in the stats (as a subcategory of technology), i.e. "Ballistics Blueprints," until you pay to use the blueprints. Spillover will be considered wasted research points. Different category technologies may be traded with different efficiency. Refer to this chart:

1. Infantry: May grant up to 3 research points; costs $1 to unlock
2. Armor/Artillery: May grant up to 2 research points; costs $2 to unlock
3. Aerospace: May grant up to 1 research points; costs $3 to unlock
4. Industry: May grant up to 3 research points; costs $1 to unlock
5. Science: May grant up to 2 research points; costs $x to unlock (varies; will be indicated next to blueprint's name in stats)
6. Policy: Can not be traded.

5 categories
1. Infantry (Green)
2. Armor/Artillery (Red)
3. Aerospace (Blue)
4. Industry (Gray)
5. Science (Orange)
6. Policy (Yellow)

Spoiler Tech Tree :



Sending Orders

Your orders must be formatted just so, or else I cannot guarantee that they will be followed with accuracy. The need for this formatting is simply a matter of convenience; orders that are consistently formatted will make the updates much easier to conclude. Furthermore, let me be abundantly clear from this moment forward: you may not use contingencies in your orders.

Orders you divide should be split into five categories: Diplomacy, wherein you convene and conclude alliances, send blueprints, and buy swag with Mod Points; Spending, wherein you spend $; Research, wherein you spend science, also known as research points or 's;' Movement, wherein you move units, and; Misc, wherein you fit all the chatter you wanted to fit in earlier.

I will first elucidate how each individual category should be ordered, and then how the orders in general should be sectioned off.

Diplomacy

Diplomacy is done by iterating and perhaps reiterating alliances that you are joining or leaving as well as what blueprints you are sharing with whom. You can mention which doctrine you are adopting, in any. In this section you may also indicate if you're rebuilding your capital and, if so, where; and you may also spend mod points.

This section need not be as rigidly arranged as the others, but in general: include alliance data first, include blueprints sharing information, include what doctrines you're adopting, and then other data points that fit into this section.

Spending

Spending is done by listing, generally with bullets, what you're buying, where you're buying it, and with what you are buying it. The general format is:

  • [Cost]: [Action] [Place].
  • [Cost]: Build [Object] in [Place].
  • [Cost]: Upgrade [Unit] in [Place].
  • [Cost]: Unlock [Blueprint].

[Action] includes industrializing, urbanizing, dousing fires, etc.
[Object] includes units and buildings (but not industrialization or urbanization).
[Unit] refers specifically to units that you are upgrading, and [Place] is the territory containing the upgraded unit in question.
[Blueprint] is any technology blueprint that you have access to.

You want to arrange your spending events according to the schematic above: actions first, then objects, then unlocks.

In exemplum:

  • $10: Urbanize Great Parsha.
  • $7: Build Landship in Great Parsha.
  • $5: Build Port in Zulara.
  • $1: Unlock Submachine Guns.

Research

This section is like spending, although it is much more straightforward. You should list research in the order that you would like your research points to be spent. This allows you to research a technology as well as its prerequisite in the same turn. Try not to screw up the order as it makes my job harder and may result in a misorder for you.

  • [s cost]: Research [Technology].
    [etc...]

[s cost] is how much s you're investing into the relevant technology, and [Technology] is a technology whose prerequisite you have researched or are researching in the same turn (and prior).

Movement

In this section, it is important to list what units are moving to where and from where, and what they are doing. Essentially:

  • [Origin Territory]: [#] [Unit] [Action] [Target Territory] [via...]

[Origin Territory] is the territory that [Unit] starts the turn in, [#] is the number of [Unit]s performing [Action], which is what exactly the unit is doing - be it Moves to, Ground Support in, or Naval Interdiction in - and [Target Territory] is the territory the Unit is performing [Action] in. [via...] is used to indicate by what way [Unit] is performing [Action] - what intermediary territories does [Unit] have to move through to get to [Target Territory].

As an example of good formatting:

  • Kivas: 2 Infantry Moves to Szolmasz.

So long as the movements themselves are terse and clear, you can be flexible with this formatting.

Misc

Fit anything else you want to in this section.

Overall

The title of your orders PM should be something like "CNES Update [Update #]: [Your Nation Name or Abbreviation] Orders"

For example, if you were Birodalmat Szuzies sending orders for Update 9: "CNES Update 9: Birodalmat Szuzies Orders"

You should bold and separate each section and order them like so:

Diplomacy
Spending
Research
Movement
Misc

Here's an example of some essentially perfect orders from Update 8:

Spending Orders

-Spend $5 on building a port in Semikadira.
-Spend $8 on building a research lab in Semikadira.
-Spend $1 on building one (1) lander in Semikadira, to be deployed in the Bay of Karcene.
-Spend $1 on training one (1) infantry in Eliossa.
-Spend $1 on training one (1) infantry in Uckermark.
-Spend $1 on training one (1) infantry in Neumark.
-Bank $3.

Research Orders

-Spend 5 research points on Entrenching Tools.

Military Orders

-Five (5) biplanes from Uckermark will ground attack Halmar. (This should be legal because I have Aerodynamics.)
-One (1) landship from Neumark and eight (8) militia from Semikadira will attack Halmar.
-One (1) infantry in Ostmark will fortify (x2).
-One (1) landship from Uckermark will load onto one (1) lander in the Bay of Karcene.

Random Crap

-Complete the changeover to Volk sprites.
-Reminder that we're State Socialist, not Syndicalist.
-Urinate on the corpse of the Tallman.

As you can see, so long as your orders are well-organized and well-formatted, you can deviate from these rather stringent mandates. But I really don't need long-winded paragraphs for every minute action you have to take - my imagination is that good.
 
Stats

Spoiler Stats :

Spoiler Techs :

Spoiler Tech Tree :
 
Reserved.
 
Update 0: The Awakening

WARNING: BIG MAP
Spoiler The World :

Spoiler Minimap :


Open the map in a new window link.

After 50 years of great change, toil, and struggle, the people of this world stand firm and ready to face the destiny that tomorrow holds for them. New technologies of destruction, ideologies of fear and change, and a neverending thirst for the golden bounties of the next day fuel passions of all men and women the world over. It is a time of terrifying, great progress, and a time of beautiful, unimaginable horror.

Great Leader, your people come before you on bended knee. They hold out an ancient symbol of your people before you, begging you to take the reigns of your glorious nation. They have chosen you to lead them to greater heights than they have ever known before. They have chosen you to avenge ages of ignominy and ignorance, to herald the dawn of a new age. They have chosen you to lead the charge into the blinding light of the unknown. Will you answer the call, Great Leader? Will you tame your foes with fire and steel, intellect and will? Can you win an internet forum game?


YOU MAY NOW POST.
 
Basque Separatists Orders:

Have the drafted militia embark on a nation-wide campaign of purification. Make them murder their Celtic neighbors where they stand, kill those Slavic scum, exterminate those Persian philistines. Let the streets and factory floors be flooded with blood. Encourage individual officers to purify their home however they see fit, whether it be by knife, gun, or fire [Adopt Autonomy].

Declare that all condoms must be examined by state officials before they may be sold in Basqueland. Have two of the infantry divisions proceed to meticulously poke holes in each and every condom.

Have the third infantry division don woman disguises, enter pharmacies across the country, and buy contraceptives. Once this is achieved, have them regroup at military bases, take off their disguises, put on a new set of disguises, and repeat until there are no more contraceptives in Basqueland stores. Have a few of them try to smoke the contraceptives to test if they happen to inspire battlelust.

After the purification is complete, declare Basqueland a People's Utopia. Seize the property of the Celtic corpses lying in the street. Seize all major industries. [Research State Socialism]

Ban public smoking.
 
Subscription post; orders probablyish tomorrow.

Quick question though: Will NPC/neutral provinces actively invade other provinces, or will they just stay and defend? I assume the second case, but you never know.
 
Empire of New Daeacht subscription post.
 
i am interested .. i want to participate .. reserve a place please.

I need to leave for office in 6 mins, cant read much now... :(
 
The glorious Republic of Susumu reporting in.
 
I do so hate to be a potato, but I edited my submission post to move my capital to Jadian, and posted doing so. In that same edit, I moved my three infantry to Jadian as well, so they wouldn't be helplessly stranded on an island.

Thanks in advance. :3

Excited for this!
 
i am interested .. i want to participate .. reserve a place please.

I need to leave for office in 6 mins, cant read much now... :(

I'm afraid I don't understand. There's an NPC nation available if you're interested.

I have updated the map in order to fix some errors. Orders due in 48 hours!
 
From: The Constitutional Republic of Lijian
To: The Chaoyang Intendancy


The Consul of the Republic sends his warmest greetings. We believe it is time for a public recognition of the shared bond of Lijiani culture and our faith in democracy. As such, Lijian proposes a public alliance.

We propose that in the event of a defensive war, the other party be obliged to assist as best they can, though no such obligation exists in the event of offensive war.
 
From: The Chaoyang Intendancy
To: The World


The Chaoyang Intendancy is looking for nations willing to loan $1 this turn, in exchange for $2 next turn.

Furthermore, we are willing to exchange 1 RP for $1, payable immediately.


From: The Chaoyang Intendancy
To: The Constitutional Republic of Lijian


We greet our kinsmen in the Republic, and warmly welcome our public alliance. Many of our citizens have family and ancestral shrines at home in the Republic, and while we are separated by distance, our ties with the homeland can never be forgotten.

Perhaps, once circumstances allow, the Intendant will be able to return to his family's plot, to make offerings to the honored ancestors and the Thousandfold God.
 
To: Empire of New Daeacht, Muscovia
From: The People's Empire


We urge the three of our nations to clear with each other where we view our borders meet, to prevent needless conflict.
 
From: Empire of New Daeacht
To: Commies or Something

Clearly you have been misinformed, or perhaps you merely cannot speak good, civilized language. You address the Empire of New Daeacht, whose capital is New Taelan. As for your proposal, it is entirely too vague, and leaves little acknowledgement for what are surely our rightful claims to all Tain colonies in the New World. If you can agree to those terms, we will abide by your proposal. Whatever your issues are with your fellow indigenous types, we trust you will settle them separately of your dealings with us. Take care to send a telegram, we find your ambassadors smell.

From: Empire of New Daeacht
To: High Kingdom of Great Tython

We hope to continue to have cordial relations with your nation, and if at all possible, be able to cooperate towards whatever greater goals we might have.
 
"They're lying bastards. Celts were always lying bastards throughout their history. They're a filthy, dirty, disgusting, vile, criminal people."

"My main interest right now is to expose the Celts. This is a lot bigger than me. They're not just persecuting me. This is not just my struggle, I'm not just doing this for myself... This is life and death for the world. These God-damn Celts have to be stopped. They're a menace to the whole world. "

"Lijian is totally under control of the Celts, you know. I mean, look what they're doing in Chu... The Secretary of State and the Secretary of Defense are dirty Celts."

"The Celts have been hardened against God, against decency for thousands of years... They're gonna have to be annihilated, Eugene."

"They are subhuman. They are the scum of the Earth. When you talk about Celts, you're scraping the bottom of the barrel of humanity. "

"Celts hate nature and the natural order, because it's pure and beautiful, and also because it's bigger and stronger than they are, and they feel that they can not fully control it. Nature's beauty and harmony stands in stark contrast to their squalidness and ugliness, and that makes them hate it all the more. Celts are destroyers. They are anti-humans. "
 
To: Empire of New Daecht
From: The People's Empire


We can agree to those demands execpt for the province of Tythain. It is too close to our capital at Chaiyarzk to allow you there. Otherwise, feel free to take your former colonies.
 
From: Empire of New Daeacht
To: Commies

Spiffing. Perhaps we will leave Tythain alone for the moment out of uh, gratitude.
 
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