Sheep
Orange Shrooms!
Terrorist nations will play by slightly diffrent rules and will have a seperate rule set to this shown after the mainstream rules
Economy
Alright the econoym will work in diffrent ways. Economy will be based on the amount of industry you have and commerce you conduct. These levels will be set by me. In the stats there will be a number, ie 25. The highest you can obtain is 50 points.
The first number will be the number of purchase points you have a turn. Each thing will have a a diffrent purchase point value.
Keep in mind that although it seems that your economy cannot fail, this will be a story nes. Thus other considerations must be made. To grow your economy by an unspecified amount of purchase points (dependent on population and other things). To get more Industry or Commerce will cost you your entire turns worth of purchase points. Any unused purchase points are not carried over. This will cripple those who do not send orders in.
Military
Your military is the defence of your nation. Without your military the other nations of the world would soon consume you. The follwing is a table for your military and the number of purchase points it costs to gain the upgrade. All numerical numbers will be dependent on your industrial levels.
Army
Soldiers - 5 points
Tank Divisions - 7 points
Artillery - 7 points
Marines - 8 points
Helicopters - 10 points
Navy
Cruiser - 7 points
Battleships - 8 points
Destroyers - 6 points
Submarines - 10 points
Nuclear Submarines - 15 points (needs nuclear missiles)
Aircraft Carriers- 30 points (comes with 2 fighter squadrons for naval use only)
Naval Fighter Squadron - 10 points (each carrier can take 2 fightewr squadrons)
Air Force
Fighter Squadron - 9 points
Bomber Squadron - 15 points
Stealth Nuclear Squadron - 20 points (needs nuclear missiles to equip with)
Space Forces
Space Fighter Squadron - 14 points
Space Cruiser - 15 points
Anti- Satelite Satelite - 10 points
Strategic Forces
Startegic Forces can be broken down into two groups. Mobile (*carried by either a nuclear submarine or a stealth nuclear squadron) or Immobile (Silo). There is counter-meassures to this and they come automatically after the last 100 years of scattered nuclear wars, its essential. They will stop some but not all incoming missiles. There is also powerful lasers pointed towards earth and luna from orbit. These lasers can aid in targeting nuclear missiles aiding them in their trajectory making their striking power more possible.
Strategic
Tactical Missile (carried by sub or bombers) - 10 points (less damage)
Silo (equipped with ICBM MRV (4 warheads) - 50 points
Additional ICBM - MRVs replaces used missiles - 35 points.
Laser Satelite - 15 points
Technology
Technology can be researched by the nation's scientists. Every so often they will discover a better way to do something. The discovering nation will hold this lead for five turns before everyone else aquires the new found art automatically through espionage or other means.
Tech research costs 10 points and must be defined in orders.
Industry and Commerce
Industry and Commerce levels will be shown in a a numeical sense from a scale of 1 -10. This has direct bearing to the purchase points of the nation. To upgrade one of these you need to spend the entire purchase points of the nation in one turn.
- Commerce affects the happiness of your people as they get more consumer goods. This affects output. However if you have an emabrgo placed upon you this could drop dramatically.
- Industry affects the industiral output in your nation. It makes people happy and helps make more arms for the military per a purchase point. However this could drop due to the cyclical nature of buisness that all nations go through from time to time.
-Both will raise or lower your purchase points correspondengly.
Confidence
Lastly your confidence affects you in many diffrent ways. To up your confidence write good, funny, entertaining stories. Quality of quantity. However make an effort and it wont hinder you. Fail to write stories and the people of your nation will get nervous as they have not heard from you.
A Bad Confidence rating can cause the following to happen.
1. If the nation is democratic elections to be held and a possible forced change of government or possible uprisings. If not democratic uprisings straight up.
2. Your economy and thus your purchase points are less stable causing the more prone to collapse. This is because the people get nervous and nervous people do not invest themseleves.
3. Your military may shrink as the servicemen and women decide that their job is simply not worth it no more as the government is all quiet.
4. Scientific research may ground to a halt as the scientists cant remember what they are supposed to be researching.
Terrorism
Beware of giving into terrorists. Your condidence will drop BIG time. However to stop terrorists you must put in strict controls. Do this for to long and your confidence will also drop. To put these controls in it costs you 15 purchase points In the end it's impossible to stop all of the attacks you may suffer.
Economy
Alright the econoym will work in diffrent ways. Economy will be based on the amount of industry you have and commerce you conduct. These levels will be set by me. In the stats there will be a number, ie 25. The highest you can obtain is 50 points.
The first number will be the number of purchase points you have a turn. Each thing will have a a diffrent purchase point value.
Keep in mind that although it seems that your economy cannot fail, this will be a story nes. Thus other considerations must be made. To grow your economy by an unspecified amount of purchase points (dependent on population and other things). To get more Industry or Commerce will cost you your entire turns worth of purchase points. Any unused purchase points are not carried over. This will cripple those who do not send orders in.
Military
Your military is the defence of your nation. Without your military the other nations of the world would soon consume you. The follwing is a table for your military and the number of purchase points it costs to gain the upgrade. All numerical numbers will be dependent on your industrial levels.
Army
Soldiers - 5 points
Tank Divisions - 7 points
Artillery - 7 points
Marines - 8 points
Helicopters - 10 points
Navy
Cruiser - 7 points
Battleships - 8 points
Destroyers - 6 points
Submarines - 10 points
Nuclear Submarines - 15 points (needs nuclear missiles)
Aircraft Carriers- 30 points (comes with 2 fighter squadrons for naval use only)
Naval Fighter Squadron - 10 points (each carrier can take 2 fightewr squadrons)
Air Force
Fighter Squadron - 9 points
Bomber Squadron - 15 points
Stealth Nuclear Squadron - 20 points (needs nuclear missiles to equip with)
Space Forces
Space Fighter Squadron - 14 points
Space Cruiser - 15 points
Anti- Satelite Satelite - 10 points
Strategic Forces
Startegic Forces can be broken down into two groups. Mobile (*carried by either a nuclear submarine or a stealth nuclear squadron) or Immobile (Silo). There is counter-meassures to this and they come automatically after the last 100 years of scattered nuclear wars, its essential. They will stop some but not all incoming missiles. There is also powerful lasers pointed towards earth and luna from orbit. These lasers can aid in targeting nuclear missiles aiding them in their trajectory making their striking power more possible.
Strategic
Tactical Missile (carried by sub or bombers) - 10 points (less damage)
Silo (equipped with ICBM MRV (4 warheads) - 50 points
Additional ICBM - MRVs replaces used missiles - 35 points.
Laser Satelite - 15 points
Technology
Technology can be researched by the nation's scientists. Every so often they will discover a better way to do something. The discovering nation will hold this lead for five turns before everyone else aquires the new found art automatically through espionage or other means.
Tech research costs 10 points and must be defined in orders.
Industry and Commerce
Industry and Commerce levels will be shown in a a numeical sense from a scale of 1 -10. This has direct bearing to the purchase points of the nation. To upgrade one of these you need to spend the entire purchase points of the nation in one turn.
- Commerce affects the happiness of your people as they get more consumer goods. This affects output. However if you have an emabrgo placed upon you this could drop dramatically.
- Industry affects the industiral output in your nation. It makes people happy and helps make more arms for the military per a purchase point. However this could drop due to the cyclical nature of buisness that all nations go through from time to time.
-Both will raise or lower your purchase points correspondengly.
Confidence
Lastly your confidence affects you in many diffrent ways. To up your confidence write good, funny, entertaining stories. Quality of quantity. However make an effort and it wont hinder you. Fail to write stories and the people of your nation will get nervous as they have not heard from you.
A Bad Confidence rating can cause the following to happen.
1. If the nation is democratic elections to be held and a possible forced change of government or possible uprisings. If not democratic uprisings straight up.
2. Your economy and thus your purchase points are less stable causing the more prone to collapse. This is because the people get nervous and nervous people do not invest themseleves.
3. Your military may shrink as the servicemen and women decide that their job is simply not worth it no more as the government is all quiet.
4. Scientific research may ground to a halt as the scientists cant remember what they are supposed to be researching.
Terrorism
Beware of giving into terrorists. Your condidence will drop BIG time. However to stop terrorists you must put in strict controls. Do this for to long and your confidence will also drop. To put these controls in it costs you 15 purchase points In the end it's impossible to stop all of the attacks you may suffer.