Introduction
For those who do not know, this is the sequel to A Brave New World. This NES begins in 1900 of that world, an exciting new era of turmoil, war and devastation and maybe even nukes. This NES is taking a new system, getting rid of the IC system which A Brave New World used. For this, I have decided to take most of the events and choices of the NES out of my hands. There will be no more “godmodding” with some limited and extreme exceptions. Also, though it hurts me, stories or elaborate plans will not be required (though appreciated and rewarded) for this NES, and more casual players who are just interested in gaming should be satisfied with this ruleset as well.
I hope ya’ll enjoy this NES, and it’ll be good fun to see the rise of a different modern era than the one we know and love.
Story
The year is 1940, and the world is at war. The battle lines have been blurred as an epic conflict scars all continents with unceasing violence and destruction. The conflict began with the outbreak of war in North America as socialist and capitalist struggle for the final control of the continent, leaving fire and devastation in their path. In Europe, the French Empire has made a new and penultimate bid for supremacy over their fellow man, launching a quick attack against the Russian Federation and the European Alliance of Nations. The carefree world of the 1920s and early 1930s is gone, and a brutal new existance now confronts the globe's inhabitants. Cities are hit by bombers bearing explosives and poisonous gases, while armies of previously unimaginable size chase eachother cross entire countries. It's the end of the world as they know it, and they don't feel so fine. This is A Brave New World.
Update Links as provided by Feanor, luckymoose, and myself:
1900-1901-1902-1903-1904-1905-1906-1907-1908-1909-1910-1911-1912-1913-1914-1915-1916-1917-1918- 1919 1920- 1921- 1922-1923- 1924-1925-1926-1927-1928-1929-1930-1931-1932-1933-1934-1935-1936-1937-1938-1939-1940
If any of the above links fail to connect you to the front page, please let me know immediately.
Ruleset
Government
The government of your nation is important for a variety of reasons. Holding elections, having regime change and your government in general will effect the rise and fall of stability and economy in your nation. For democratic nations, you must determine your party names, or you’ll be stuck with the generic following: Socialist, Liberal, Moderate, Conservative, Reactionary.
Economy
Economic Power: (Total Points Generated a Turn)/(Banked)/(spent on economic growth)
Instead of the previous workings of Industrial Capacity, we now have Economic Power, which represents all elements of the economy, not just industry. Economic power (or points, whichever you prefer) is spent on all other elements of your nation: economy, stability, military, and projects.
You can increase your economic power by spending 1.5x your current economic rating rounded up. In other words, if you have 4 EP, you have to spend 6 on growing the economy to get to 5 EP a turn. For some, this may be slightly different, see protectorates below. This does not apply to the EP brought in from colonial management, that is solely determined by your policies towards your colonials, the types of resources you possess, and the way you established the colony.
The EP listed at the top of your stats is the total EP, including both colonies and the home country.
Stability
Stability represents the overall structural soundness of your nation. The stability can only be brought down by actions by the player, such as a destabilizing war or elections or other forms of regime change. The lower your stability becomes, the more you are at risk for military coups, rebellions, and the like. While your stability does fall on its own often enough, you can pay part of your EP to raise it. In order to raise the overall stability of your country or one of your colonies, you need to merely spend an amount of EP equal to the level above your current stability. For example. to raise your stability from 8 to 9 would require the spending of 9 EP.
Manpower
Manpower is vital for creating your army. The more people you have, the more the manpower grows each year. It may be possible to raise manpower by passing reforms on the army and even through luck. When you mobilize, your standing manpower is doubled from reservists called up. WARNING: when you demobilize, the added manpower is subtracted. If you go into the negative, it'll have a DEVASTATING effect on your economy and stability. Make sure to demobilize enough to cover half of your prewar standing forces before you mobilize.
All army units (not navy or airforce) can be demobilized for their full manpower cost, though the ep cost is usually not recoverable.
Technology and Research
Yes, I’m getting rid of the tech tree completely. While some techs ultimately may be specifically controlled by the government, for this era, the tree is gone completely. Instead, you can focus your research into five different fields, and emphasize your EP within them. The amount of EP you put in will dramatically affect the rate at which you develop technologies. There is no longer any tech sharing as we have previously known it to exist. When a technology is researched it immediately makes its way around the globe, based on a variety of factors. The researching nation however will receive a bonus for being the first to a tech, whether through new units, quality increases, or economic boosts. To spend into research you must commit part of your EP per turn to the effort. The five fields available for research spending are:
Army: This is of course technologies for improving your army, including small arms, artillery, and cavalry.
Navy: This is technologies for improving your fleet, including new ship designs, as well as other aids for naval transportation and development.
Aeronautics: These are technologies for improving flight capabilities.
Rocketry: These are technologies used for the advancement of rocket powered flight outside of the usual bounds of aeronautics.
Industrial: These are technologies based on industrial development, most notable would be the steam engine and the resulting developments.
Scientific: These are technologies revolving around theories and other advancements.
Designing Your Military
As is available below, all unique units (i.e., not generics like Infantry or Artillery) have their own stats and can be designed customly by players. You can develop new ships, vehicles, codes, or planes based on the technology which exists at the time (No laser death rays please in World War 2). To do this You need only pay 20 EP in a single turn to commission your design for a new weapon. I request that you at the very least name it and suggest what the weapon should emphasize (firepower vs. armor and so forth). Your designs can be shared with as many people as you like and you can even build and sell off the weapons you design to other countries (maybe even make a profit!). You can only possess 3 designs for any given type of unit, if you want more, you'll have to decommission an older design. Please take note that this means only that you can no longer build more of that unit, not that the existing units are removed. Below I have listed the types of units currently available that you can create designs for. Anything not listed that you may like to design, please send me a message, and we'll discuss it.
Special Forces
Tanks
Battleships
Fighters
Close Air Support
Bombers
Military and Mobilization
Mobilization and total war is a key element of modern warfare. Therefore I introduce a revised version of mobilization. If you wish to declare mobilization in the course of a major conflict the following things happen:
1. You can no longer spend your economy on stability efforts or projects.
2. You receive double amounts of units for price investment, meaning 1 EP and 10 manpower gets 20 Infantry Brigades rather than 10. This represents improvement in production and military logitistics. This applies only (for now) to ground units, not sea or any type of zeppelin.
3. Doubles amount of manpower you have on hand (not the amount you produce).
4. Reduces the cost of designing new weapons from 20 EP to 10 EP.
Land Unit Pricing
Infantry Brigade: 1 EP and 10 manpower, for 10 brigades.
Mountain Brigade: 1 EP and 10 manpower, for 5 brigades. Outside of mountains are only as good as regular infantry. Can only be built in a nation which possesses a sizable amount of mountains.
Marine Brigade: 1 EP and 10 Manpower, for 5 Brigades. These are best for amphibious attacks and island warfare. Can only be built by a nation with a Naval Quality of 5 or greater.
Jungle Brigade: 1 EP and 10 Manpower for 5 Brigades, These are best for jungle warfare, or in some cases, fighting in swampland. Can only be built by a nation which possesses jungle in its national boundaries.
Airborne Brigade: 1 EP and 10 Manpower for 3 Brigades. These are specially trained troops, using transport planes to launch attacks behind the lands. This requires a particularly experienced military. Requires at least 5 Army Quality and at least 3 Air Force Quality.
Cavalry Brigade: 1 EP and 10 manpower, for 5 brigades.
Artillery Brigade: 1 EP and 1 manpower, for 2 Brigades.
Armored Car Brigade: 1 EP and 1 manpower for 1 Brigade.
Tank Brigade: 2 EP and 1 manpower for 1 brigade.
Tank II Brigade/Hotchkiss/Taylor/Panzer II Brigade: 1 EP and 1 Manpower for 1 Brigade.
Hotchkiss: France, Georgia, Portugal, Korea, Italy, Tennessse, Ovambia, Scotland, Russia, Bulgaria, Scotland, Galicia, Serbia, Romania, Transylvania
Taylor: Virginia, New England, Canada, Pennsylvania, Chicago, Louisiana, Texas, Haiti, Cuba, Florida
Panzer II: Germany, Danish Empire, Swedish Empire, Hungary, England, Netherlands
Tormenta Brigade: 1 EP and 1 Manpower for 3 Brigades.
Tormenta: UCNA, SUSA, Chile, Metis Syndicate, Jamaica, Argentina
Faustin Brigade (Light Tank): 1 EP and 1 Manpower for 3 Brigades.
Faustin: Haiti, Virginia, New England, Canada, Louisiana, Texas, Florida, Pennsylvania, Chicago
Tomahawk Brigade (Light Tank): 1 EP and 1 Manpower for 3 Brigades.
Tomahawk: UCNA, SUSA, Chile, Metis, Jamaica, Argentina
Highlander Brigade (Heavy Tank): 1 EP and 1 Manpower for 1 Brigade. This unit cannot be upgraded.
Highlander: Scotland, France, Georgia, Tennessee, Italy, Portugal, Korea, Ovambia
A-35 Brigade (Medium Tank): 1 EP and 1 Manpower for 4 Brigades
A-35: Georgia, Scotland, Tennessee, France, Portugal, Korea, Italy, Ovambia
D-4100 Brigade (Heavy Tank): 1 EP and 1 Manpower for 1 Brigade
D-4100: Russia
Panzer III Brigade (Heavy Tank): 1 EP and 1 Manpower for 1 Brigade.
Panzer III: Germany, Denmark, England, Hungary, Greece, Sweden
Special Forces Brigades: A warning, if you use these like regular infantry, they will die in truckloads, also the more you make the less effective they are. 1 EP and 1 manpower for 1 brigade. Special Forces can only be formed by nations with Army Quality of 4 or better.
Kommando Brigade: Germany
Hunter Brigade: Tennessee
Commando Brigade: England
Stormtrooper Brigade: New England
Ranger Brigade: Virginia
Detachment Specialies (DS) Brigade: France
Red Brigade: United Collectives of North America
Anti-Air Brigade: This Brigade is used for mobile or static anti-air defense. Highly effective against zeppelins. These are 1 EP and 1 Manpower for 3 brigades.
Anti-Tank Brigade: These brigades are used as specially designed artillery for the destruction of tanks. These are 1 EP and 1 Manpower for 3 Brigades
Naval Unit Pricing
Monitor: 1 EP and 1 Manpower, for 3 ships. These vessels can only travel along coasts, in harbors, or on all rivers and lakes.
Destroyer: 1 EP and 1 Manpower, for three ships. These vessels can travel on the ocean and on medium to large rivers and lakes.
Light Cruiser: 1 EP and 1 Manpower, for 2 ships. These vessels can travel on the ocean and on large rivers and lakes.
Heavy Cruiser: 1 EP and 1 Manpower for 1 ship. These vessels can travel on the largest lakes and rivers and on the ocean.
Battlecruiser: 2 EP and 2 Manpower for 1 ship. These vessels can travel only on the open seas.
Dreadnought: 4 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas. It can be scrapped for a return of 1 EP and 2 Manpower.
Submarines: 1 EP and 1 Manpower for 4 ships. These vessles can travel only upon coastlines near major ports, for long range transit they need to be disassembled and brought by freighter.
Medium Range (MR) Submarines: 1 EP and 1 Manpower for 3 Ships. These vessels can travel only upon the open seas. They can only be built by a nation with a naval quality of 3 or better.
Long Range Submarines: 1 EP and 1 Manpower for 3 Ships. These vessels can travel on the open seas. They can only be built by a nation with a Naval Quality of 3 or better.
Shark Submarine: 2 EP and 1 Manpower for 1 Ship. These are submarines which focus on surface weaponry and have the firepower of a light cruiser. They can only be built with possession of the designs for them.
Victory/Atlantic-class Battleship: 3 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas.
Atlantic: Morocco, German Empire, Socialist Union of South America, Chile, Louisiana, Texas, Ottoman Empire, Mexico, Venezuela, Haiti, France, Georgia, Tunisia, Italy, France, Swedish Empire, Netherlands, Denmark, Hungary, England
Victory: New England, Pennsylvania, Virginia, Canada, Russia
Imperial/Constantine/Equality/Caesar-class Battleship: 4 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas. These units cannot be upgraded but they can be scrapped for a return of 1 EP and 2 Manpower.
Imperial: New England, Canada, Virginia, Pennsylvania, Cuba, Florida, Texas, New France
Constantine: Russia, Germany, Hungary, England, Sweden, Denmark, Netherlands
Eclipse/Aquarius-class Battleship: 4 EP and 3 Manpower for 1 ship. These vessels can travel only upon the open seas. These units cannot be upgraded but they can be scrapped for a return of 1 EP and 3 Manpower.
Eclipse: New England
Titan-class Battleship: 5 EP and 3 Manpower for 1 ship. These vesses can only travel upon the high seas. These units cannot be upgraded by they can be scrapped for a return of 2 EP and 3 Manpower.
Titan: New England
Air Unit Pricing
Zeppelin Bomber Squadron: 1 EP and 1 Manpower for 1 Squadron. Requires Zeppelin Militarization. They can only be used for limited air to ground activity. This unit cannot be upgraded.
Zeppelin Dreadnought: 2 EP and 1 Manpower for 1. Requires Zeppelin Dreadnoughts. These can be used in a manner of roles, usually involved as support for ground or naval operations. This unit will be upgradable pending prereq techs.
Biplane/Oliver Mk1 Squadron: 1 EP and 1 Manpower for 1. These are the first planes of a traditional sort. They are mostly good for scouting, and not so much for bombing, and no where as good as a dreadnought for air to air combat.
Oliver Mk1: Canada, New England, Pennsylvania, Haiti, Louisiana, Texas, Chicago, ottoman Empire, Virginia
Oliver Mk2 Squadron (Fighter): 1 EP and 1 Manpower for 3.
Oliver Mk2: Canada, New England, Pennsylvania, Haiti, Louisiana, Texas, Chicago
PA-1 Squadron (Fighter): 1 EP and 1 Manpower for 3.
PA-1: UCNA, SUSA, Chile, Metis, Jamaica, Argentina
G-35 Squadron (Fighter): 1 EP and 1 Manpower for 3.
G-35: Georgia, Scotland, Tennessee, France, Portugal, Korea, Italy, Ovambia
Hlin-1 Squadron (Fighter): 1 EP and 1 Manpower for 3
Hlin-1: Sweden, Germany, Hungary, Denmark, England, Greece
S-20 Squadron (Bomber): 1 EP and 1 Manpower for 3 Squadrons.
S-20: Russian Federation
Tyr-1 Squadron (Light Bomber): 1 EP and 1 Manpower for 4 Squadrons.
Tyr-1: Sweden, Denmark, Germany, England, Hungary, Greece, Netherlands
AFB-01 Squadron (Heavy Bomber): 1 EP and 1 Manpower for 2 Squadrons.
Jaguar Squadron (CAS): 1 EP and 1 Manpower for 3 Squadrons
Projects vs. Policies
Projects are the equivalent to wonders in this NES. You may devise any sort of Great Project you please, as long as it fits with your nation and capabilities. Simply inform me of the project and your intended goals for it, and I will give you a price.
A policy would be a government law you enact that doesn’t always require spending. This can be anything from civil rights to education spending. Sometimes this will require EP, and will therefore be kept track of in stats. Policies can help in a variety of ways but are not always needed, so don’t go overboard.
Protectorates
Unlike in the original A Brave New World, Protectorates are not merely an alliance anymore. They are an extension of a larger empire over smaller nations and provide benefits to both the big country and the little one.
For the country under protection they receive one major benefit: they only have to pay half of the listed stability upkeep costs to reflect the security of having a larger protector. The trade-off is that it costs double the price to increase your economy (to reflect foreign economic domination) and you are more susceptible to stability changes and losses in your protector’s country.
For the nation which protects, you receive chances to gain control over parts of your protectees’ economies, as well as the obvious political benefits of dominating more of the world. In some cases it may be less expensive long term to manage a protectorate than to directly rule a fast empire.
Orders, Tips, and Updates
If a question is asked in which the answer is clearly in the above ruleset, I will not answer it and will ignore you until you figure it out.
Orders in on time will always help you.
While stories or elaborate economic growth programs are no longer needed for a nation’s success, I’m not discouraging them. If you do programs, projects, and so forth and tell good stories, there may very well be rewards for your efforts.
The Update time will always be at the top of the thread in this post. Therefore I will not ever answer the question: “when is the update?”
If anything is not clear or confusing above, please let me know and I will strive to fix it. If you have questions which are not clearly answered here, I will be more than willing to add a section on this page to prevent future confusion.
My greatest recommendation for any new NESers who join is to pay attention to the whole updates, not just your part. You never know what opportunities you may find.
Thanks to
Crezth, for providing the basis for the economic system
Jason the King, for helping flesh out some of the ruleset.
Masada, for assistance in forging the stability and protectorate systems.
All the players of the original A Brave New World for creating the world we have now!
For those who do not know, this is the sequel to A Brave New World. This NES begins in 1900 of that world, an exciting new era of turmoil, war and devastation and maybe even nukes. This NES is taking a new system, getting rid of the IC system which A Brave New World used. For this, I have decided to take most of the events and choices of the NES out of my hands. There will be no more “godmodding” with some limited and extreme exceptions. Also, though it hurts me, stories or elaborate plans will not be required (though appreciated and rewarded) for this NES, and more casual players who are just interested in gaming should be satisfied with this ruleset as well.
I hope ya’ll enjoy this NES, and it’ll be good fun to see the rise of a different modern era than the one we know and love.
Story
The year is 1940, and the world is at war. The battle lines have been blurred as an epic conflict scars all continents with unceasing violence and destruction. The conflict began with the outbreak of war in North America as socialist and capitalist struggle for the final control of the continent, leaving fire and devastation in their path. In Europe, the French Empire has made a new and penultimate bid for supremacy over their fellow man, launching a quick attack against the Russian Federation and the European Alliance of Nations. The carefree world of the 1920s and early 1930s is gone, and a brutal new existance now confronts the globe's inhabitants. Cities are hit by bombers bearing explosives and poisonous gases, while armies of previously unimaginable size chase eachother cross entire countries. It's the end of the world as they know it, and they don't feel so fine. This is A Brave New World.
Update Links as provided by Feanor, luckymoose, and myself:
1900-1901-1902-1903-1904-1905-1906-1907-1908-1909-1910-1911-1912-1913-1914-1915-1916-1917-1918- 1919 1920- 1921- 1922-1923- 1924-1925-1926-1927-1928-1929-1930-1931-1932-1933-1934-1935-1936-1937-1938-1939-1940
If any of the above links fail to connect you to the front page, please let me know immediately.
Ruleset
Government
The government of your nation is important for a variety of reasons. Holding elections, having regime change and your government in general will effect the rise and fall of stability and economy in your nation. For democratic nations, you must determine your party names, or you’ll be stuck with the generic following: Socialist, Liberal, Moderate, Conservative, Reactionary.
Economy
Economic Power: (Total Points Generated a Turn)/(Banked)/(spent on economic growth)
Instead of the previous workings of Industrial Capacity, we now have Economic Power, which represents all elements of the economy, not just industry. Economic power (or points, whichever you prefer) is spent on all other elements of your nation: economy, stability, military, and projects.
You can increase your economic power by spending 1.5x your current economic rating rounded up. In other words, if you have 4 EP, you have to spend 6 on growing the economy to get to 5 EP a turn. For some, this may be slightly different, see protectorates below. This does not apply to the EP brought in from colonial management, that is solely determined by your policies towards your colonials, the types of resources you possess, and the way you established the colony.
The EP listed at the top of your stats is the total EP, including both colonies and the home country.
Stability
Stability represents the overall structural soundness of your nation. The stability can only be brought down by actions by the player, such as a destabilizing war or elections or other forms of regime change. The lower your stability becomes, the more you are at risk for military coups, rebellions, and the like. While your stability does fall on its own often enough, you can pay part of your EP to raise it. In order to raise the overall stability of your country or one of your colonies, you need to merely spend an amount of EP equal to the level above your current stability. For example. to raise your stability from 8 to 9 would require the spending of 9 EP.
Manpower
Manpower is vital for creating your army. The more people you have, the more the manpower grows each year. It may be possible to raise manpower by passing reforms on the army and even through luck. When you mobilize, your standing manpower is doubled from reservists called up. WARNING: when you demobilize, the added manpower is subtracted. If you go into the negative, it'll have a DEVASTATING effect on your economy and stability. Make sure to demobilize enough to cover half of your prewar standing forces before you mobilize.
All army units (not navy or airforce) can be demobilized for their full manpower cost, though the ep cost is usually not recoverable.
Technology and Research
Yes, I’m getting rid of the tech tree completely. While some techs ultimately may be specifically controlled by the government, for this era, the tree is gone completely. Instead, you can focus your research into five different fields, and emphasize your EP within them. The amount of EP you put in will dramatically affect the rate at which you develop technologies. There is no longer any tech sharing as we have previously known it to exist. When a technology is researched it immediately makes its way around the globe, based on a variety of factors. The researching nation however will receive a bonus for being the first to a tech, whether through new units, quality increases, or economic boosts. To spend into research you must commit part of your EP per turn to the effort. The five fields available for research spending are:
Army: This is of course technologies for improving your army, including small arms, artillery, and cavalry.
Navy: This is technologies for improving your fleet, including new ship designs, as well as other aids for naval transportation and development.
Aeronautics: These are technologies for improving flight capabilities.
Rocketry: These are technologies used for the advancement of rocket powered flight outside of the usual bounds of aeronautics.
Industrial: These are technologies based on industrial development, most notable would be the steam engine and the resulting developments.
Scientific: These are technologies revolving around theories and other advancements.
Designing Your Military
As is available below, all unique units (i.e., not generics like Infantry or Artillery) have their own stats and can be designed customly by players. You can develop new ships, vehicles, codes, or planes based on the technology which exists at the time (No laser death rays please in World War 2). To do this You need only pay 20 EP in a single turn to commission your design for a new weapon. I request that you at the very least name it and suggest what the weapon should emphasize (firepower vs. armor and so forth). Your designs can be shared with as many people as you like and you can even build and sell off the weapons you design to other countries (maybe even make a profit!). You can only possess 3 designs for any given type of unit, if you want more, you'll have to decommission an older design. Please take note that this means only that you can no longer build more of that unit, not that the existing units are removed. Below I have listed the types of units currently available that you can create designs for. Anything not listed that you may like to design, please send me a message, and we'll discuss it.
Special Forces
Tanks
Battleships
Fighters
Close Air Support
Bombers
Military and Mobilization
Mobilization and total war is a key element of modern warfare. Therefore I introduce a revised version of mobilization. If you wish to declare mobilization in the course of a major conflict the following things happen:
1. You can no longer spend your economy on stability efforts or projects.
2. You receive double amounts of units for price investment, meaning 1 EP and 10 manpower gets 20 Infantry Brigades rather than 10. This represents improvement in production and military logitistics. This applies only (for now) to ground units, not sea or any type of zeppelin.
3. Doubles amount of manpower you have on hand (not the amount you produce).
4. Reduces the cost of designing new weapons from 20 EP to 10 EP.
Land Unit Pricing
Infantry Brigade: 1 EP and 10 manpower, for 10 brigades.
Mountain Brigade: 1 EP and 10 manpower, for 5 brigades. Outside of mountains are only as good as regular infantry. Can only be built in a nation which possesses a sizable amount of mountains.
Marine Brigade: 1 EP and 10 Manpower, for 5 Brigades. These are best for amphibious attacks and island warfare. Can only be built by a nation with a Naval Quality of 5 or greater.
Jungle Brigade: 1 EP and 10 Manpower for 5 Brigades, These are best for jungle warfare, or in some cases, fighting in swampland. Can only be built by a nation which possesses jungle in its national boundaries.
Airborne Brigade: 1 EP and 10 Manpower for 3 Brigades. These are specially trained troops, using transport planes to launch attacks behind the lands. This requires a particularly experienced military. Requires at least 5 Army Quality and at least 3 Air Force Quality.
Cavalry Brigade: 1 EP and 10 manpower, for 5 brigades.
Artillery Brigade: 1 EP and 1 manpower, for 2 Brigades.
Armored Car Brigade: 1 EP and 1 manpower for 1 Brigade.
Tank Brigade: 2 EP and 1 manpower for 1 brigade.
Tank II Brigade/Hotchkiss/Taylor/Panzer II Brigade: 1 EP and 1 Manpower for 1 Brigade.
Hotchkiss: France, Georgia, Portugal, Korea, Italy, Tennessse, Ovambia, Scotland, Russia, Bulgaria, Scotland, Galicia, Serbia, Romania, Transylvania
Taylor: Virginia, New England, Canada, Pennsylvania, Chicago, Louisiana, Texas, Haiti, Cuba, Florida
Panzer II: Germany, Danish Empire, Swedish Empire, Hungary, England, Netherlands
Tormenta Brigade: 1 EP and 1 Manpower for 3 Brigades.
Tormenta: UCNA, SUSA, Chile, Metis Syndicate, Jamaica, Argentina
Faustin Brigade (Light Tank): 1 EP and 1 Manpower for 3 Brigades.
Faustin: Haiti, Virginia, New England, Canada, Louisiana, Texas, Florida, Pennsylvania, Chicago
Tomahawk Brigade (Light Tank): 1 EP and 1 Manpower for 3 Brigades.
Tomahawk: UCNA, SUSA, Chile, Metis, Jamaica, Argentina
Highlander Brigade (Heavy Tank): 1 EP and 1 Manpower for 1 Brigade. This unit cannot be upgraded.
Highlander: Scotland, France, Georgia, Tennessee, Italy, Portugal, Korea, Ovambia
A-35 Brigade (Medium Tank): 1 EP and 1 Manpower for 4 Brigades
A-35: Georgia, Scotland, Tennessee, France, Portugal, Korea, Italy, Ovambia
D-4100 Brigade (Heavy Tank): 1 EP and 1 Manpower for 1 Brigade
D-4100: Russia
Panzer III Brigade (Heavy Tank): 1 EP and 1 Manpower for 1 Brigade.
Panzer III: Germany, Denmark, England, Hungary, Greece, Sweden
Special Forces Brigades: A warning, if you use these like regular infantry, they will die in truckloads, also the more you make the less effective they are. 1 EP and 1 manpower for 1 brigade. Special Forces can only be formed by nations with Army Quality of 4 or better.
Kommando Brigade: Germany
Hunter Brigade: Tennessee
Commando Brigade: England
Stormtrooper Brigade: New England
Ranger Brigade: Virginia
Detachment Specialies (DS) Brigade: France
Red Brigade: United Collectives of North America
Anti-Air Brigade: This Brigade is used for mobile or static anti-air defense. Highly effective against zeppelins. These are 1 EP and 1 Manpower for 3 brigades.
Anti-Tank Brigade: These brigades are used as specially designed artillery for the destruction of tanks. These are 1 EP and 1 Manpower for 3 Brigades
Naval Unit Pricing
Monitor: 1 EP and 1 Manpower, for 3 ships. These vessels can only travel along coasts, in harbors, or on all rivers and lakes.
Destroyer: 1 EP and 1 Manpower, for three ships. These vessels can travel on the ocean and on medium to large rivers and lakes.
Light Cruiser: 1 EP and 1 Manpower, for 2 ships. These vessels can travel on the ocean and on large rivers and lakes.
Heavy Cruiser: 1 EP and 1 Manpower for 1 ship. These vessels can travel on the largest lakes and rivers and on the ocean.
Battlecruiser: 2 EP and 2 Manpower for 1 ship. These vessels can travel only on the open seas.
Dreadnought: 4 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas. It can be scrapped for a return of 1 EP and 2 Manpower.
Submarines: 1 EP and 1 Manpower for 4 ships. These vessles can travel only upon coastlines near major ports, for long range transit they need to be disassembled and brought by freighter.
Medium Range (MR) Submarines: 1 EP and 1 Manpower for 3 Ships. These vessels can travel only upon the open seas. They can only be built by a nation with a naval quality of 3 or better.
Long Range Submarines: 1 EP and 1 Manpower for 3 Ships. These vessels can travel on the open seas. They can only be built by a nation with a Naval Quality of 3 or better.
Shark Submarine: 2 EP and 1 Manpower for 1 Ship. These are submarines which focus on surface weaponry and have the firepower of a light cruiser. They can only be built with possession of the designs for them.
Victory/Atlantic-class Battleship: 3 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas.
Atlantic: Morocco, German Empire, Socialist Union of South America, Chile, Louisiana, Texas, Ottoman Empire, Mexico, Venezuela, Haiti, France, Georgia, Tunisia, Italy, France, Swedish Empire, Netherlands, Denmark, Hungary, England
Victory: New England, Pennsylvania, Virginia, Canada, Russia
Imperial/Constantine/Equality/Caesar-class Battleship: 4 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas. These units cannot be upgraded but they can be scrapped for a return of 1 EP and 2 Manpower.
Imperial: New England, Canada, Virginia, Pennsylvania, Cuba, Florida, Texas, New France
Constantine: Russia, Germany, Hungary, England, Sweden, Denmark, Netherlands
Eclipse/Aquarius-class Battleship: 4 EP and 3 Manpower for 1 ship. These vessels can travel only upon the open seas. These units cannot be upgraded but they can be scrapped for a return of 1 EP and 3 Manpower.
Eclipse: New England
Titan-class Battleship: 5 EP and 3 Manpower for 1 ship. These vesses can only travel upon the high seas. These units cannot be upgraded by they can be scrapped for a return of 2 EP and 3 Manpower.
Titan: New England
Air Unit Pricing
Zeppelin Bomber Squadron: 1 EP and 1 Manpower for 1 Squadron. Requires Zeppelin Militarization. They can only be used for limited air to ground activity. This unit cannot be upgraded.
Zeppelin Dreadnought: 2 EP and 1 Manpower for 1. Requires Zeppelin Dreadnoughts. These can be used in a manner of roles, usually involved as support for ground or naval operations. This unit will be upgradable pending prereq techs.
Biplane/Oliver Mk1 Squadron: 1 EP and 1 Manpower for 1. These are the first planes of a traditional sort. They are mostly good for scouting, and not so much for bombing, and no where as good as a dreadnought for air to air combat.
Oliver Mk1: Canada, New England, Pennsylvania, Haiti, Louisiana, Texas, Chicago, ottoman Empire, Virginia
Oliver Mk2 Squadron (Fighter): 1 EP and 1 Manpower for 3.
Oliver Mk2: Canada, New England, Pennsylvania, Haiti, Louisiana, Texas, Chicago
PA-1 Squadron (Fighter): 1 EP and 1 Manpower for 3.
PA-1: UCNA, SUSA, Chile, Metis, Jamaica, Argentina
G-35 Squadron (Fighter): 1 EP and 1 Manpower for 3.
G-35: Georgia, Scotland, Tennessee, France, Portugal, Korea, Italy, Ovambia
Hlin-1 Squadron (Fighter): 1 EP and 1 Manpower for 3
Hlin-1: Sweden, Germany, Hungary, Denmark, England, Greece
S-20 Squadron (Bomber): 1 EP and 1 Manpower for 3 Squadrons.
S-20: Russian Federation
Tyr-1 Squadron (Light Bomber): 1 EP and 1 Manpower for 4 Squadrons.
Tyr-1: Sweden, Denmark, Germany, England, Hungary, Greece, Netherlands
AFB-01 Squadron (Heavy Bomber): 1 EP and 1 Manpower for 2 Squadrons.
Jaguar Squadron (CAS): 1 EP and 1 Manpower for 3 Squadrons
Projects vs. Policies
Projects are the equivalent to wonders in this NES. You may devise any sort of Great Project you please, as long as it fits with your nation and capabilities. Simply inform me of the project and your intended goals for it, and I will give you a price.
A policy would be a government law you enact that doesn’t always require spending. This can be anything from civil rights to education spending. Sometimes this will require EP, and will therefore be kept track of in stats. Policies can help in a variety of ways but are not always needed, so don’t go overboard.
Protectorates
Unlike in the original A Brave New World, Protectorates are not merely an alliance anymore. They are an extension of a larger empire over smaller nations and provide benefits to both the big country and the little one.
For the country under protection they receive one major benefit: they only have to pay half of the listed stability upkeep costs to reflect the security of having a larger protector. The trade-off is that it costs double the price to increase your economy (to reflect foreign economic domination) and you are more susceptible to stability changes and losses in your protector’s country.
For the nation which protects, you receive chances to gain control over parts of your protectees’ economies, as well as the obvious political benefits of dominating more of the world. In some cases it may be less expensive long term to manage a protectorate than to directly rule a fast empire.
Orders, Tips, and Updates
If a question is asked in which the answer is clearly in the above ruleset, I will not answer it and will ignore you until you figure it out.
Orders in on time will always help you.
While stories or elaborate economic growth programs are no longer needed for a nation’s success, I’m not discouraging them. If you do programs, projects, and so forth and tell good stories, there may very well be rewards for your efforts.
The Update time will always be at the top of the thread in this post. Therefore I will not ever answer the question: “when is the update?”
If anything is not clear or confusing above, please let me know and I will strive to fix it. If you have questions which are not clearly answered here, I will be more than willing to add a section on this page to prevent future confusion.
My greatest recommendation for any new NESers who join is to pay attention to the whole updates, not just your part. You never know what opportunities you may find.
Thanks to
Crezth, for providing the basis for the economic system
Jason the King, for helping flesh out some of the ruleset.
Masada, for assistance in forging the stability and protectorate systems.
All the players of the original A Brave New World for creating the world we have now!