Jason The King
Deity
*Before you start to go off, this is not meant to be accurate. It is how it is, and is that way for fun. Join, and enjoy the fun.
*This is sort of based off of Stalin006’s Neo Nes V: Superpowers.
*For those who read my previous rules, I altered the upkeep system a bit to make it both easier and less costly. I suggest rereading it.
BACKGROUND
In 2013 there was a Great Depression that rocked the world’s powers, including the United States, Japan, and, to a lesser extend, the European Union. The depression lasted nearly 10 years, greatly damaging the old order of the world. In the ashes arose a new, more diversified world stage with superpowers across the globe and war very common.
With the fall of the American world, we enter a new one, stratified and divided. In every continent there is at least one nation, bent on expansion, who vies to replace the USA as the dominant power.
The year is 2030. Will you restore the new world order through blood and iron, or will your build something new, something better that the poor peoples of the past so greatly deserve. You have entered the world of the SUPERPOWERS.
RULES
Here are some example stats. I will go line-by-line and explain the rules for each stat. IGNORE DECIMAL IN THE SOLUTION. I am saying that now so whenever you do any kind of calculations, ignore the decimal, even if it is 1.3 or 1.7, for the sake of the game its 1.
UNITED SOCIALIST STATES OF AMERICA
GOVERNMENT: Communism
PLAYER: npc
ECONOMY: 24c – 15c upkeep + 3c stability = 12c
TREASURY: 10c
ARMY:
1. 1ST ARMORED DIVISION // 3 mech. infantry companies, 5 armored battalions, 2 artillery batteries, 5 attack gunships // No Spec. // Regulars // (Upkeep: 0)
2. 2ND ARMORED DIVISION // 3 mech. infantry companies, 5 armored battalions, 2 artillery batteries, 5 attack gunships // Desert // Veterans // (Upkeep: 2)
3. 1ST MOTOR RIFLE DIVISION // 5 mech. infantry companies, 2 armored battalions, 5 artillery batteries, 5 attack gunships // Tropical // Elites // (Upkeep: 3)
NAVY:
1. PACIFIC FLEET // 2 supercarriers, 10 destroyers, 1 aegis, 8 nuclear subs // Veterans // (Upkeep: 2)
2. ATLANTIC FLEET // 2 supercarriers, 10 destroyers, 1 aegis, 8 nuclear subs // Veterans // (Upkeep: 2)
3. HIGH SEAS FLEET // 3 supercarriers, 15 destroyers, 2 aegis, 10 nuclear subs // Regulars // (Upkeep: 3)
AIR FORCE:
1. 1ST AIR WING // 5 bombers, 10 fighters, 5 fighter/bombers // Regulars // (Upkeep: 1)
2. 1ST STRAT. WING // 15 bombers, 5 fighters, 5 fighter/bombers // Veterans // (Upkeep: 2)
STABILITY: 80% (+3c)
TECHNOLOGY RESEARCH:
Stealth Fighters (2/10)
TREATIES:
Treaty of Panama – defense pact with Panama.
Open Borders Agreement with Empire of Mexico
Treaty of Tokyo – Mutual Protection Pact with the Japanese Empire
Pacific Pact – Mutual Protection Pact with the PRC
RIVALS:
Russian Federation
European Union
Republic of Oceania
So the stats are few and relatively easy to explain. So here we go.
Government
The stat is quite self explanatory. Your people tend to be more sympathetic towards nations that share the same government as you, though there are exceptions when you are at war with someone, etc. Representative governments with shared branches of power will be acknowledged in this NES, as well as elections and so forth. Though for the pretenses of this game, all parties are somewhat militaristic.
Economy
This where you see a very simple formula worked out to give you the amount of credits you can spend each turn. The first number is your gross income, simply a sum of all the cities you control, including upgraded metropolises. Upkeep from your military is then subtracted. Finally, you see another value coming from the stability stat of your nation (more on that later). This can either be a positive or negative number. The solution at the end is the amount you can spend this turn on new units, tribute, or anything else you would want to spend money for. You may have a negative number at the end, in which case you will either have to make up for it with money from your treasury, or, if you don’t have any money in your treasury, you can borrow from creditors.
You can also earn extra income by converting your cities into metropolises. Metropolis cities give you +2c a turn instead of +1c. The cost is half your turns income to turn one city into a metropolis.
Treasury
Quite simple as well. This is where the credits you don’t spend each turn go. You can put as many credits you want here. You may also go negative in your treasury, resulting either from a negative economy or just because you needed extra money ontop of a positive income. This represents your government borrowing from creditors in your country. You can only go a maximum of 3x your regular income. If your income drops suddenly and you find yourself in debt further than you are allowed, it is highly recommended that you rectify it. Every 5 turns you are in the red (kept track in brackets) you are charged a 10% interest fee, which is added to your debt, with a minimum charge of 1c. You may be in the red as long as you want, but if you exceed your limit you will be forced out of office and your country will go through a revolution (you will have to start from scratch).Also, every time you are charged an interest fee, your stability will decrease by 5%. You can not use debt money to fund research.
Military
Your military is divided into army, navy, and air force. Each branch has its own set of units that you may purchase each turn, with their own individual costs. A list of current units to purchase are on the front page. Each branch is further divided into separate armies, fleets, and wings, which you can name yourselves. These are listed, and their corresponding number will be placed on the map to indicate where they are (armies and navies in numbers, wings in letters according to their place in alphabet (1st wing will be an a on the map, 2nd will be a b, and so on). You may move them each turn. The distance a division can move is marked in the upper right corner of the map. One fleet may carry only one division at a time, and may move 4 quadrants (diagonal okay) a turn. A wing can only operate within the parameters shown in the upper right corner of the map while in battle, but may move to anywhere on the map during a given turn, so long as they aren’t engaged in battle.
Furthermore, each army can be specialized in a certain terrain to fight. Your choices are: arctic, alpine, desert, tropic, forest, aerial assault or amphibious assault. It costs 10c to specialize an army in any terrain. Each army can only be specialized in one terrain, but you may change specialization whenever you want by paying another 10c. When specialized, the army fights slightly better when in that terrain. They also fight slightly worse when in any other terrain. An upkeep of 1c per specialized army is added. In the case of the aerial and amphibious assault specialties, its best to also have those special units (marines and paratroopers) in your army as well, perhaps even having special divisions made just for these types of assaults to pave the way for your heavier divisions.
Training for each army is also present. There are 4 levels of training: Green, Regulars, Veterans and Elites. When an army, wing, or fleet is first created, it is Green. To upgrade from Green to Regular, it costs 10c. To upgrade from Regular to Veteran, it costs 20c, and to upgrade from Veteran to Elite, it costs 30c. I take training seriously when I do battle results, and is very important. There is also upkeep for each level, added to the army, wing or fleet. For Regular and Green training, the upkeep is 0. For Veteran, it is 1c per army/fleet/wing, and for Elite its 2c.
Upkeep is calculated for each branch, and further broken down to each army, fleet, and wing. The way it is figured is simple. For each army, I add up the number of units in the army, and for every 10 units after 20 I add 1c, with a minimum of 1c. So if you have 19 units in an army, you don’t pay upkeep, but if you have 20, 21 or any amount up to 29, you pay 1c, and 30 you pay 2c, etc. So with our example, there are 15 units in the 2nd Armored Division, so the initial upkeep is 0. Then if there is any specialization training, I add 1c. Since there is a desert specialization, I add 1c, so the upkeep is now 1c for this army. And since it is veteran status, I add another credit to upkeep, making it a total of 2c for this army.
I repeat this method for every wing and fleet (minus the specialization, that is only in armies), though with a slightly different number. For fleets, every 2 supercarriers cost 1c for upkeep, with a minimum of 1c. So if you have 1 Supercarrier, it will cost 1c, 2 carriers will cost 1c, but 3 will cost 2c, and so on. Then it is like the army, every 10 units after 20 costs 1c. Same with wings.
So essentially an army or wing or fleet can have 0 upkeep if it is small enough, or be very expensive if it is highly specialized and trained. Fleets in particular get expensive with supercarriers, and that is why only large powers have many numbers of them. To create a new army/fleet/wing, it costs 10c. When an army is invading enemy territory, it will double the upkeep, with a minimum upkeep of 2c. I know this upkeep seems all very difficult and may make some people shy away from the game, but I hope you realize this will all be done on my end, and so you have to only worry about it slightly.
New military units can only be developed in lands that are developed enough to do it. What I mean by that is you cannot build a supercarrier in the Falkland Islands. I do not have a list of cities that are capable of building these things, rely on common sense. MOST cities can produce these units, but not things like small island archipelagos. If it is questionable, ask me.
Civil unrest will take place in occupied territories, and even home territories if things are bad enough. You may want to invest in the future in these new "Military Police battalions" that will occupy these territories and help suppress rebellion. These cost 1c each, and can only act in a defensive manner (no offense!). They are never a part of armies, they remain separate entities. Territories more prone to rebellion are larger territories (both land and population), territories where the people are vastly different from your own, and particularly bad fights. Cities affected by a rebellion will be deducted from your income. Particularly strong rebellions may need the attention of your regular forces. I will wait about three turns before implementing this rule on already-occupied territories.
Stability
Its one of my favorite stats. It really can also be called an approval rating, but I went with stability for its all-encompassing definition. Basically this is the only other place you can earn an income (other then cities and tribute). You can also lose money here. Here is how it works.
The stability rating is based on the view your people have of your nation, and reflects their overall confidence and thus economic productivity.
The amount you get from stability is simple. For every 5% over 50, you gain +1c, and for every 5% below 50 you lose a credit. So with stability of 80, USSA gains 6c a turn. If he would drop to just 79, then he would only earn 5c. anything from 46-54 is neutral, you don’t gain and you don’t lose anything. If you happen to be above 95, you get an extra 1c, and if you are at 100 (highly unlikely), you gain a bonus of 5c on top of the 10c you would be earning normally.
Technology is where the technologies you are currently researching or are done researching is listed. You may research as many technologies at a time as you like. More on technology in the technology section of the front page.
Some Example Military Orders…
You don’t need to include detailed description of battle plans and tactics or whatnot, just big-picture strategy. For example, if I were the USSA invading Canada, my orders might look something like this:
First Motor Rifle division will move out from New York to reach Toronto from the north, while my 2nd Air Wing will provide air cover from its base in Detroit. The 1st Armored division will then drive up north from Detroit and meet the Motor Rifle Division near Toronto to surround the city and capture it.
You may include more strategy such as naval bombardments etc, but don’t be too specific. General strategy will be fine, the rest will be determined by your generals, which are determined from your training and experience.
Some FAQ
So what do we do with all those small gray nations, and how do invasions work?
This is a good question. This world is full of war, so it is not at all weird for a superpower to invade a neighbor of theirs. This is a good way (almost only way) to increase your credits. A neutral nation will fight back and you will take casualties according to many factors (how strong neutral nation is, how strong your own forces are, terrain, etc. A neutral nation will almost NEVER accept peace where they lose some territory (its either you invade them fully or you withdraw). You gain income from a city only when the nation is completely subdued. In the case of Player v. Player, when you capture a city neither you nor its original owner can earn money from it until there is peace.
Please do not send out dozens of “will you join us peacefully?” questions to your neutral neighbors. Only when you have a REALLY good reason, and I mean REALLY good, will they accept (such as a VERY obvious impending invasion of a rival nation and you are strong enough to protect them). Your government has a lot to do with this too.
I'll take over Korea (united, I suppose?)
Unfortunately the gray, neutral nations are not allowed to be taken. You can never create a new nation out of them or out of your own territory.
What about all those small island nations, do they have a value?
Yes. I try to give every nation in the world at least one city, so at least one credit value. I will provide a list on the front page of what island chains give you credits.
Can cities (credits) be destroyed or created?
Yes. For a city to be destroyed, it will take immense fight, and I mean immense, and it won't happen in one turn. Unless of course you nuke it . Cities cannot be created by you, they will randomly spring up according to the game dynamics and part of a random generator. They will be rare, and don't ask me or work towards it. You really have little control over where and when these things happen. Though do know that if a city is destroyed, there is a good chance it will rise again in the future, if allowed.
RULE ADDITIONS PLEASE READ
UNIT LIST
Infantry Division: This is your standard unit, a division (which consists of 5,000 men) of infantry lightly armored and equipped with light weapons. Cost: 1c
Paratrooper Division: Better fighters than infantry divisions but less mobile on the ground as mechanized divisions, these guys are best when they are dropped from a plane and surrounded. Cost: 3c
Marine Division: These will probably rival the paratroopers for the best soldiers in your army. Make sure to have an amphibious assault specialty to fully take advantage of their skills. Cost: 3c
Mechanized Infantry Division: These are upgraded infantry divisions, supported by troop transports, ATVs, Humvees, and other small guns. Cost: 3c
Armored Battalion: These are your tanks, which do well against other tanks and mechanized forces. They are best when combined with infantry. Cost: 5c.
Artillery Battery: Contains short and long-range ballistics, including surface-to-surface cruise missiles, anti-air and the conventional artillery guns. Cost: 4c
Gunship Squadron: Helicopters come in handy for anti infantry and anti tank combat. They are best we grouped with infantry. Cost: 5c
Supercarrier: This is the largest unit you can buy in the game, so expensive that it comes with its own upkeep. But it is the strongest unit, and a testament to how powerful your power is. Cost: 10c
Carrier: This is a scaled down version of the supercarrier, but is still a powerful unit. It holds less and is technologically inferior to the supercarrier. Cost: 7c
Destroyer: These ships are now equipped with sea-to-land missiles, as well as a few conventional guns on deck. They are best to defend carriers from other destroyers and submarines. Cost: 3c.
AEGIS: It is always a good idea to have one or two of these expensive and very defenseless ships in a fleet. They have advanced RADAR and SONAR capabilities, and are usually in direct contact with your space fleet and satellites to call in help. Cost: 8c
Nuclear Submarines: Submarines are best when on the offensive, and just one submarine slipping past a fleet defenses can cause great and costly harm. They also include sea-to-land missiles and can hold tactical nuclear warheads. Cost: 5c.
Bomber: The world’s stratofortress’s and other pan-continental air fleets were destroyed during the revolutions of the great depression, and so we are left only with conventional bombers for now. These are your best bet if you want to decimate cities or bomb other fixed-location units and structures. Very defenseless Cost: 8c
Fighter/Bomber: A hybrid between a bomber and a fighter. These are slower and less maneuverable than fighters, but they carry a small payload of air-to-surface missiles and conventional bombs. Are best to use against moving ground targets, but have capabilities to defend themselves in the air. Great versatile fighters. Cost: 5c
Fighters: These are your conventional fighter jets. They can be used to gain air superiority and defend your troops from air threats. They too can bomb limited ground targets, though poorly. Cost: 4c
Low Yield Tactical Nuke: Tactical nuclear warhead that can be damaging on the battlefield but has limited yield to do much damage to a city. Can by dropped by a bomber, launched from a submarine, or shot from artillery. Cost: 8c.
High Yield Tactical Nuke: This nuclear warhead is larger than the low yield, but still weaker than an ICBM. Has enough yield to do damage to a city and a large battlefield (risk of hurting own forces and high risk for radiation). Can only be dropped by a bomber or launched from a submarine. Cost: 12c.
Missile Silo: This is required to house ICBM missiles. Name a city to build these in (will be built in outskirts of city). Limit of 5 ICBMs per silo. Cost: 10c.
ICBM: This is a high yield nuclear device that can be launched from anywhere and hit anywhere. They are virtually unstoppable until satellites and other high-technology is discovered to stop them. Must be launched from missile silo. Cost: 15c
Space Launching Center: Choose a city (that is represented on the map) where the launching center will be built. They are required for any space-faring nation. This is where you launching your shuttles from. Cost: 30c. REQUIRES SATELLITE WEAPONRY
Space Shuttle: The beginning and most basic piece of your space arsenal. These can be upgraded later on to much deadlier things. But they are the basics for building your satellites. Can only build one per turn per space launching center. Cost: 12c. REQUIRES SPACE LAUNCHING CENTER
Spy Satellite: Gain the extra advantage on the battlefield by knowing enemy troop movements. The more satellites you have, the more accurate your intel. Cost: 15c. REQUIRES AT LEAST ONE SHUTTLE PER THREE SATELLITES FOR MAINTENANCE
Missile Satellite: Lightly bombard enemy locations on the planet, or shoot down enemy satellites in the sky. Can be upgraded with Advanced Satellite Warfare. Cost: 17c. REQUIRES AT LEAST ONE SHUTTLE PER THREE SATELLITES FOR MAINTENANCE
Island Nations and their Worth
For ONE credit each:
Fiji
Maldives
Cyprus
Okinawa
For HALF* a credit each
Solomon Islands
Federated States of Micronesia
Northern Mariana Islands/Guam
Marshall Islands
Kiribati
Vanuatu
New Caledonia
Polynesia (formerly French Polynesia)
Tokelau
Samoa
Tonga
Easter Island
Bahamas
Virgin Islands (both formerly British and American)
Antilles (Formerly Dutch and French)
St. Kitts and Nevis
Guadeloupe
Dominica
Martinique
St. Lucia
Barbados
Grenada
Trinidad and Tobago
Azores
Canary Islands
Adaman/Nicobar Islands
Mauritius
Comoros
Mauritius
Seychelles
Cape Verde
Diego Garcia (former British Indian Ocean Territory)
Falklands/St. George
Kerguelen (formerly French)
Galapagos Islands
*because nothing costs half a credit in the game, you will have to conquer two to get anything worth using.
*This is sort of based off of Stalin006’s Neo Nes V: Superpowers.
*For those who read my previous rules, I altered the upkeep system a bit to make it both easier and less costly. I suggest rereading it.
BACKGROUND
In 2013 there was a Great Depression that rocked the world’s powers, including the United States, Japan, and, to a lesser extend, the European Union. The depression lasted nearly 10 years, greatly damaging the old order of the world. In the ashes arose a new, more diversified world stage with superpowers across the globe and war very common.
With the fall of the American world, we enter a new one, stratified and divided. In every continent there is at least one nation, bent on expansion, who vies to replace the USA as the dominant power.
The year is 2030. Will you restore the new world order through blood and iron, or will your build something new, something better that the poor peoples of the past so greatly deserve. You have entered the world of the SUPERPOWERS.
RULES
Here are some example stats. I will go line-by-line and explain the rules for each stat. IGNORE DECIMAL IN THE SOLUTION. I am saying that now so whenever you do any kind of calculations, ignore the decimal, even if it is 1.3 or 1.7, for the sake of the game its 1.
UNITED SOCIALIST STATES OF AMERICA
GOVERNMENT: Communism
PLAYER: npc
ECONOMY: 24c – 15c upkeep + 3c stability = 12c
TREASURY: 10c
ARMY:
1. 1ST ARMORED DIVISION // 3 mech. infantry companies, 5 armored battalions, 2 artillery batteries, 5 attack gunships // No Spec. // Regulars // (Upkeep: 0)
2. 2ND ARMORED DIVISION // 3 mech. infantry companies, 5 armored battalions, 2 artillery batteries, 5 attack gunships // Desert // Veterans // (Upkeep: 2)
3. 1ST MOTOR RIFLE DIVISION // 5 mech. infantry companies, 2 armored battalions, 5 artillery batteries, 5 attack gunships // Tropical // Elites // (Upkeep: 3)
NAVY:
1. PACIFIC FLEET // 2 supercarriers, 10 destroyers, 1 aegis, 8 nuclear subs // Veterans // (Upkeep: 2)
2. ATLANTIC FLEET // 2 supercarriers, 10 destroyers, 1 aegis, 8 nuclear subs // Veterans // (Upkeep: 2)
3. HIGH SEAS FLEET // 3 supercarriers, 15 destroyers, 2 aegis, 10 nuclear subs // Regulars // (Upkeep: 3)
AIR FORCE:
1. 1ST AIR WING // 5 bombers, 10 fighters, 5 fighter/bombers // Regulars // (Upkeep: 1)
2. 1ST STRAT. WING // 15 bombers, 5 fighters, 5 fighter/bombers // Veterans // (Upkeep: 2)
STABILITY: 80% (+3c)
TECHNOLOGY RESEARCH:
Stealth Fighters (2/10)
TREATIES:
Treaty of Panama – defense pact with Panama.
Open Borders Agreement with Empire of Mexico
Treaty of Tokyo – Mutual Protection Pact with the Japanese Empire
Pacific Pact – Mutual Protection Pact with the PRC
RIVALS:
Russian Federation
European Union
Republic of Oceania
So the stats are few and relatively easy to explain. So here we go.
Government
The stat is quite self explanatory. Your people tend to be more sympathetic towards nations that share the same government as you, though there are exceptions when you are at war with someone, etc. Representative governments with shared branches of power will be acknowledged in this NES, as well as elections and so forth. Though for the pretenses of this game, all parties are somewhat militaristic.
Economy
This where you see a very simple formula worked out to give you the amount of credits you can spend each turn. The first number is your gross income, simply a sum of all the cities you control, including upgraded metropolises. Upkeep from your military is then subtracted. Finally, you see another value coming from the stability stat of your nation (more on that later). This can either be a positive or negative number. The solution at the end is the amount you can spend this turn on new units, tribute, or anything else you would want to spend money for. You may have a negative number at the end, in which case you will either have to make up for it with money from your treasury, or, if you don’t have any money in your treasury, you can borrow from creditors.
You can also earn extra income by converting your cities into metropolises. Metropolis cities give you +2c a turn instead of +1c. The cost is half your turns income to turn one city into a metropolis.
Treasury
Quite simple as well. This is where the credits you don’t spend each turn go. You can put as many credits you want here. You may also go negative in your treasury, resulting either from a negative economy or just because you needed extra money ontop of a positive income. This represents your government borrowing from creditors in your country. You can only go a maximum of 3x your regular income. If your income drops suddenly and you find yourself in debt further than you are allowed, it is highly recommended that you rectify it. Every 5 turns you are in the red (kept track in brackets) you are charged a 10% interest fee, which is added to your debt, with a minimum charge of 1c. You may be in the red as long as you want, but if you exceed your limit you will be forced out of office and your country will go through a revolution (you will have to start from scratch).Also, every time you are charged an interest fee, your stability will decrease by 5%. You can not use debt money to fund research.
Military
Your military is divided into army, navy, and air force. Each branch has its own set of units that you may purchase each turn, with their own individual costs. A list of current units to purchase are on the front page. Each branch is further divided into separate armies, fleets, and wings, which you can name yourselves. These are listed, and their corresponding number will be placed on the map to indicate where they are (armies and navies in numbers, wings in letters according to their place in alphabet (1st wing will be an a on the map, 2nd will be a b, and so on). You may move them each turn. The distance a division can move is marked in the upper right corner of the map. One fleet may carry only one division at a time, and may move 4 quadrants (diagonal okay) a turn. A wing can only operate within the parameters shown in the upper right corner of the map while in battle, but may move to anywhere on the map during a given turn, so long as they aren’t engaged in battle.
Furthermore, each army can be specialized in a certain terrain to fight. Your choices are: arctic, alpine, desert, tropic, forest, aerial assault or amphibious assault. It costs 10c to specialize an army in any terrain. Each army can only be specialized in one terrain, but you may change specialization whenever you want by paying another 10c. When specialized, the army fights slightly better when in that terrain. They also fight slightly worse when in any other terrain. An upkeep of 1c per specialized army is added. In the case of the aerial and amphibious assault specialties, its best to also have those special units (marines and paratroopers) in your army as well, perhaps even having special divisions made just for these types of assaults to pave the way for your heavier divisions.
Training for each army is also present. There are 4 levels of training: Green, Regulars, Veterans and Elites. When an army, wing, or fleet is first created, it is Green. To upgrade from Green to Regular, it costs 10c. To upgrade from Regular to Veteran, it costs 20c, and to upgrade from Veteran to Elite, it costs 30c. I take training seriously when I do battle results, and is very important. There is also upkeep for each level, added to the army, wing or fleet. For Regular and Green training, the upkeep is 0. For Veteran, it is 1c per army/fleet/wing, and for Elite its 2c.
Upkeep is calculated for each branch, and further broken down to each army, fleet, and wing. The way it is figured is simple. For each army, I add up the number of units in the army, and for every 10 units after 20 I add 1c, with a minimum of 1c. So if you have 19 units in an army, you don’t pay upkeep, but if you have 20, 21 or any amount up to 29, you pay 1c, and 30 you pay 2c, etc. So with our example, there are 15 units in the 2nd Armored Division, so the initial upkeep is 0. Then if there is any specialization training, I add 1c. Since there is a desert specialization, I add 1c, so the upkeep is now 1c for this army. And since it is veteran status, I add another credit to upkeep, making it a total of 2c for this army.
I repeat this method for every wing and fleet (minus the specialization, that is only in armies), though with a slightly different number. For fleets, every 2 supercarriers cost 1c for upkeep, with a minimum of 1c. So if you have 1 Supercarrier, it will cost 1c, 2 carriers will cost 1c, but 3 will cost 2c, and so on. Then it is like the army, every 10 units after 20 costs 1c. Same with wings.
So essentially an army or wing or fleet can have 0 upkeep if it is small enough, or be very expensive if it is highly specialized and trained. Fleets in particular get expensive with supercarriers, and that is why only large powers have many numbers of them. To create a new army/fleet/wing, it costs 10c. When an army is invading enemy territory, it will double the upkeep, with a minimum upkeep of 2c. I know this upkeep seems all very difficult and may make some people shy away from the game, but I hope you realize this will all be done on my end, and so you have to only worry about it slightly.
New military units can only be developed in lands that are developed enough to do it. What I mean by that is you cannot build a supercarrier in the Falkland Islands. I do not have a list of cities that are capable of building these things, rely on common sense. MOST cities can produce these units, but not things like small island archipelagos. If it is questionable, ask me.
Civil unrest will take place in occupied territories, and even home territories if things are bad enough. You may want to invest in the future in these new "Military Police battalions" that will occupy these territories and help suppress rebellion. These cost 1c each, and can only act in a defensive manner (no offense!). They are never a part of armies, they remain separate entities. Territories more prone to rebellion are larger territories (both land and population), territories where the people are vastly different from your own, and particularly bad fights. Cities affected by a rebellion will be deducted from your income. Particularly strong rebellions may need the attention of your regular forces. I will wait about three turns before implementing this rule on already-occupied territories.
Stability
Its one of my favorite stats. It really can also be called an approval rating, but I went with stability for its all-encompassing definition. Basically this is the only other place you can earn an income (other then cities and tribute). You can also lose money here. Here is how it works.
The stability rating is based on the view your people have of your nation, and reflects their overall confidence and thus economic productivity.
The amount you get from stability is simple. For every 5% over 50, you gain +1c, and for every 5% below 50 you lose a credit. So with stability of 80, USSA gains 6c a turn. If he would drop to just 79, then he would only earn 5c. anything from 46-54 is neutral, you don’t gain and you don’t lose anything. If you happen to be above 95, you get an extra 1c, and if you are at 100 (highly unlikely), you gain a bonus of 5c on top of the 10c you would be earning normally.
Technology is where the technologies you are currently researching or are done researching is listed. You may research as many technologies at a time as you like. More on technology in the technology section of the front page.
Some Example Military Orders…
You don’t need to include detailed description of battle plans and tactics or whatnot, just big-picture strategy. For example, if I were the USSA invading Canada, my orders might look something like this:
First Motor Rifle division will move out from New York to reach Toronto from the north, while my 2nd Air Wing will provide air cover from its base in Detroit. The 1st Armored division will then drive up north from Detroit and meet the Motor Rifle Division near Toronto to surround the city and capture it.
You may include more strategy such as naval bombardments etc, but don’t be too specific. General strategy will be fine, the rest will be determined by your generals, which are determined from your training and experience.
Some FAQ
So what do we do with all those small gray nations, and how do invasions work?
This is a good question. This world is full of war, so it is not at all weird for a superpower to invade a neighbor of theirs. This is a good way (almost only way) to increase your credits. A neutral nation will fight back and you will take casualties according to many factors (how strong neutral nation is, how strong your own forces are, terrain, etc. A neutral nation will almost NEVER accept peace where they lose some territory (its either you invade them fully or you withdraw). You gain income from a city only when the nation is completely subdued. In the case of Player v. Player, when you capture a city neither you nor its original owner can earn money from it until there is peace.
Please do not send out dozens of “will you join us peacefully?” questions to your neutral neighbors. Only when you have a REALLY good reason, and I mean REALLY good, will they accept (such as a VERY obvious impending invasion of a rival nation and you are strong enough to protect them). Your government has a lot to do with this too.
I'll take over Korea (united, I suppose?)
Unfortunately the gray, neutral nations are not allowed to be taken. You can never create a new nation out of them or out of your own territory.
What about all those small island nations, do they have a value?
Yes. I try to give every nation in the world at least one city, so at least one credit value. I will provide a list on the front page of what island chains give you credits.
Can cities (credits) be destroyed or created?
Yes. For a city to be destroyed, it will take immense fight, and I mean immense, and it won't happen in one turn. Unless of course you nuke it . Cities cannot be created by you, they will randomly spring up according to the game dynamics and part of a random generator. They will be rare, and don't ask me or work towards it. You really have little control over where and when these things happen. Though do know that if a city is destroyed, there is a good chance it will rise again in the future, if allowed.
RULE ADDITIONS PLEASE READ
UNIT LIST
Infantry Division: This is your standard unit, a division (which consists of 5,000 men) of infantry lightly armored and equipped with light weapons. Cost: 1c
Paratrooper Division: Better fighters than infantry divisions but less mobile on the ground as mechanized divisions, these guys are best when they are dropped from a plane and surrounded. Cost: 3c
Marine Division: These will probably rival the paratroopers for the best soldiers in your army. Make sure to have an amphibious assault specialty to fully take advantage of their skills. Cost: 3c
Mechanized Infantry Division: These are upgraded infantry divisions, supported by troop transports, ATVs, Humvees, and other small guns. Cost: 3c
Armored Battalion: These are your tanks, which do well against other tanks and mechanized forces. They are best when combined with infantry. Cost: 5c.
Artillery Battery: Contains short and long-range ballistics, including surface-to-surface cruise missiles, anti-air and the conventional artillery guns. Cost: 4c
Gunship Squadron: Helicopters come in handy for anti infantry and anti tank combat. They are best we grouped with infantry. Cost: 5c
Supercarrier: This is the largest unit you can buy in the game, so expensive that it comes with its own upkeep. But it is the strongest unit, and a testament to how powerful your power is. Cost: 10c
Carrier: This is a scaled down version of the supercarrier, but is still a powerful unit. It holds less and is technologically inferior to the supercarrier. Cost: 7c
Destroyer: These ships are now equipped with sea-to-land missiles, as well as a few conventional guns on deck. They are best to defend carriers from other destroyers and submarines. Cost: 3c.
AEGIS: It is always a good idea to have one or two of these expensive and very defenseless ships in a fleet. They have advanced RADAR and SONAR capabilities, and are usually in direct contact with your space fleet and satellites to call in help. Cost: 8c
Nuclear Submarines: Submarines are best when on the offensive, and just one submarine slipping past a fleet defenses can cause great and costly harm. They also include sea-to-land missiles and can hold tactical nuclear warheads. Cost: 5c.
Bomber: The world’s stratofortress’s and other pan-continental air fleets were destroyed during the revolutions of the great depression, and so we are left only with conventional bombers for now. These are your best bet if you want to decimate cities or bomb other fixed-location units and structures. Very defenseless Cost: 8c
Fighter/Bomber: A hybrid between a bomber and a fighter. These are slower and less maneuverable than fighters, but they carry a small payload of air-to-surface missiles and conventional bombs. Are best to use against moving ground targets, but have capabilities to defend themselves in the air. Great versatile fighters. Cost: 5c
Fighters: These are your conventional fighter jets. They can be used to gain air superiority and defend your troops from air threats. They too can bomb limited ground targets, though poorly. Cost: 4c
Low Yield Tactical Nuke: Tactical nuclear warhead that can be damaging on the battlefield but has limited yield to do much damage to a city. Can by dropped by a bomber, launched from a submarine, or shot from artillery. Cost: 8c.
High Yield Tactical Nuke: This nuclear warhead is larger than the low yield, but still weaker than an ICBM. Has enough yield to do damage to a city and a large battlefield (risk of hurting own forces and high risk for radiation). Can only be dropped by a bomber or launched from a submarine. Cost: 12c.
Missile Silo: This is required to house ICBM missiles. Name a city to build these in (will be built in outskirts of city). Limit of 5 ICBMs per silo. Cost: 10c.
ICBM: This is a high yield nuclear device that can be launched from anywhere and hit anywhere. They are virtually unstoppable until satellites and other high-technology is discovered to stop them. Must be launched from missile silo. Cost: 15c
Space Launching Center: Choose a city (that is represented on the map) where the launching center will be built. They are required for any space-faring nation. This is where you launching your shuttles from. Cost: 30c. REQUIRES SATELLITE WEAPONRY
Space Shuttle: The beginning and most basic piece of your space arsenal. These can be upgraded later on to much deadlier things. But they are the basics for building your satellites. Can only build one per turn per space launching center. Cost: 12c. REQUIRES SPACE LAUNCHING CENTER
Spy Satellite: Gain the extra advantage on the battlefield by knowing enemy troop movements. The more satellites you have, the more accurate your intel. Cost: 15c. REQUIRES AT LEAST ONE SHUTTLE PER THREE SATELLITES FOR MAINTENANCE
Missile Satellite: Lightly bombard enemy locations on the planet, or shoot down enemy satellites in the sky. Can be upgraded with Advanced Satellite Warfare. Cost: 17c. REQUIRES AT LEAST ONE SHUTTLE PER THREE SATELLITES FOR MAINTENANCE
Island Nations and their Worth
For ONE credit each:
Fiji
Maldives
Cyprus
Okinawa
For HALF* a credit each
Solomon Islands
Federated States of Micronesia
Northern Mariana Islands/Guam
Marshall Islands
Kiribati
Vanuatu
New Caledonia
Polynesia (formerly French Polynesia)
Tokelau
Samoa
Tonga
Easter Island
Bahamas
Virgin Islands (both formerly British and American)
Antilles (Formerly Dutch and French)
St. Kitts and Nevis
Guadeloupe
Dominica
Martinique
St. Lucia
Barbados
Grenada
Trinidad and Tobago
Azores
Canary Islands
Adaman/Nicobar Islands
Mauritius
Comoros
Mauritius
Seychelles
Cape Verde
Diego Garcia (former British Indian Ocean Territory)
Falklands/St. George
Kerguelen (formerly French)
Galapagos Islands
*because nothing costs half a credit in the game, you will have to conquer two to get anything worth using.