Introduction
For those who do not know, this is the sequel to A Brave New World and A Brave New World Part 2. This NES begins in 1950 of that world, an exciting new era of turmoil, war and devastation and maybe even nukes. That’s about it for the creative editing of the previous introduction, now time for some new material for all of you. A Brave New World Part 3[/b] has reworked the ruleset of the previous NES for greater realism and (believe it or not) less moderator influence on the outcome. I know I strayed from the system I had before, mostly because I discovered in short order that it made even the smallest of wars into a several hour ordeal of moderating. For the Second World War, I used a video game, as some of you are aware, from the early 1990s, which rather well reflected armored combat. I’ve done further research into the matter, and I’ll now be using a combination of previous methods, to be dealt where applicable. Rest assured however, that I will not be prejudiced by prior experiences with players or nations when a decision does rest under my control (except Florida, which will conquer all). My current effort was to create a ruleset which equally balanced both military and domestic aspects of the NES. I wanted to create an atmosphere which well reflects modern combat and standards.
Story
The midpoint of a century has arrived and the explosions of the Second World War have been mostly silenced. The fight for freedom espoused by the Allied powers has failed miserably, as Russia lies humiliated and lisism runs rampant over the civilized world. The growth of authoritarianism and tyranny seems unstoppable, and only a few nations even threaten to bar the way. North America lies mostly in ruins, a ten year war leaving the continent shattered and ruined. The weary countries struggle to rebuild as war seems to still linger behind every minor crisis. South America was “freed” from the specter of communism, as the Socialist Union falls back from its defeat at the hands of the Allies, only to achieve greater strength than ever before. Europe is firmly resting in the hands of the Third French Empire, which reigns supreme, crushing the last holdouts of resistance against lisism. The Russian Federation appears to be crumbling at the edges, as region after region declares its departure. Europe rebuilds under a French flag, as what some would call evil bubbles within the continent. Africa remains firmly under the control of imperialist powers, with only a few “liberated” nations serving as new markets for imperial merchants. The Middle East, spared the onslaught of the war, suffers from constant political upheaval as Western influence continues to decline in the region. The Asian continent, despite the failure of the Indian Uprising, seems to be the world’s new beacon for democracy. The increasingly powerful Republic of China and their newfound allies from the remnants of the Dutch empire, serve to many as the last light of the prewar democratic world. The question which now faces us for the latter part of the century is whether we have truly witnessed the death of democracy as we know it, or a simple hiccup in the inevitable obtaining of basic human rights. This is A Brave New World.
Update Links as provided by Feanor, luckymoose, Matt0088, 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- 1924-1925-1926-1927-1928-1929-1930-1931-1932-1933-1934-1935-1936-1937-1938-1939-1940-1941-1942-1943-1944-1945-1946-1947-1948-1949-AWARDS PART 2
If any of the above links fail to connect you to the first post of the update, please let me know immediately.
Sample Stats
Virginian Empire: Jason the King
Constitutional Monarchy: King Henry III/Unity Party (Moderate)
Capital: Richmond
Stability:7
Standards of Living: 7
Education: 7
Infrastructure: 8
Economic Power: 23
Recruitment Policy: Peacetime Conscription
Research: Army (40)
Manpower: 81
Army: 1,049,000 Regulars, 6,000 Special Forces, 43 Support Battalions, 12 Faustins, 360 Murphys, 48 Pattons
Reservists: none
Army Quality: 8
Navy: 12,600 Sailors, 13 Destroyers, 1 Heavy Cruiser, 3 Battlecruisers, 2 Victory-class Battleships, 1 Imperial-class Battleship, 4 Submarines, 6 LR Submarines
Navy Quality: 3
Air Force: 700 Pilots, 36 AS-124s, 24 PPDA38s, 174 AS-Zeroes, 72 Jaguars, 108 Falcons, 36 Puma IVs
Air Force Quality: 3
Colonies: +4 EP
Spoiler :
Atlantic Ocean Islands: +1 EP
Stability: 12
Mooreland: +1 EP
Stability: 8
Nicaragua: +2 EP
Stability: 10
Nicaraguan Canal Reconstruction Project: 23/30
Waterfield Plan: 54/100
Ruleset
Government
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. The type of government you possess will also influence how NPCs may deal with you and your holdings, as ideologically similar governments will be more friendly and the like.
For elected governments, the political parties do have their own goals and interests, and people will be very unhappy should the political party in charge ignore their power base and continue doing what the previous government had done. Keep this in mind, while elections are generally not within your control, your actions during the current party’s tenure in office are highly influential on the outcome of the next election. Among these actions which influence are the state of any ongoing wars, civil unrest, and improvement or decline among any of the domestic stats. Failing to follow the ideology of the elected officials in charge (i.e. remaining in character for the new government) will be met with unfortunate consequences.
For flavor purposes I have painstakingly assembled the exact government structures of all of the various nations and regimes in A Brave New World. These are all handily stored in a Access database, just asking for someone to run a query on them and provide information to the masses. If you have a question in regards to the nation’s government, feel free to ask, and I will do my best to provide a timely answer.
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. Unfortunately, once you reach a certain point, you’ll likely be faced with a downward spiral of events, slowly tearing the fabric of your nation apart until you enter into a civil war or simply collapse. You can help improve your economy by building up your other domestic stats through projects, described below. Winning a war or successfully managing the crises thrown your way from a low stability will also help at recovery.
Standards of Living
Standards of Living is a new stat which reflects the relatively of your average people’s comfort towards other nations. A rating of 1 is the lowest, and 10 is the highest possible. The Standards of Living do not reflect the lifestyle of any people in any colonies your nation may possess within your stats, though you can rest assured that they are decidedly lower in the outlying regions of your nation. Also, take into account that the level does not apply to all of your citizens, as there are always exceptions to the rules, including the ultra-rich, or on the other end of the spectrum, the homeless and starving. The best way to consider this stat is as an average rating of your nation as a whole.
Standards of Living will be readjusted at every ten year point throughout the NES, usually downward to reflect changing attitudes and the development and availability of new consumer goods throughout the years. To increase Standards of Living, you may launch either policies or projects geared towards improving things, some of which will cost EP in the process. In a gaming sense, a higher standard of living will help moderate your stability, and will keep your people more content than they would be otherwise.
Education
Education is the second of the new domestic stats in this particular ruleset, reflecting the quality of education within your nation. A rating of 1 is the lowest, and 10 is the highest possible. Education reflects only the people within the main center of the nation, not including any far stretching colonial possessions. Higher education levels will lead to improved research results from spending. It can be improved through policies or projects, like all other domestic stats.
Infrastructure
Infrastructure is the third of the new domestic stats in this ruleset, and is a statistical representation of your nation’s roads, rails, and other modes of transportation. A rating of 1 is the lower and 10 is the highest possible. Infrastructure is an average of the transportation systems within your mainland parts of the nation, not in any colonies you may possess or other extended parts of the empire you may have. Annexing a nation and increasing the size of your territory may decrease the average infrastructure of your country, especially if the annexation takes place after a destructive war. Infrastructure can be changes through your actions in the updates or through projects or policies that you enact.
Economy
Economic Power is a point based representation of your nation’s total economic strength, including not just industry, but agriculture and white collar profits. A wealthy nation is not just the one which produces the most pollution (though it helps), but one which makes itself profitable from any resource at the expense of as many other people as possible. Economic Power is not bankable, and must be spent every turn or it will be lost. It is used for purchasing units, building projects, and research. Essentially, as you may have guessed, it is good to build this up as much as possible.
The way you build up your economy is through either cunning policies or government sponsored projects. Tax incentives and fancy dams are respective examples of both. The only way to build up your economy is by thinking about it this time, no random spending just trying to bring it up a little bit at a time. Of course, another alternative, is to hope that the free market is on your side, and to ride that particular roller coaster as well as possible throughout the years.
Technology and Research
Research in this era is mostly done through private industries and enterprise, but as the player of the nation as a whole, you can direct into certain areas, if not the specific technology to emerge from the effort. 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. The six 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!). 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.
All costs and information on various types of units are provided in a below post with design details.
Small Arms
Special Forces (for flavor only)
Tanks
Armored Personnel Carriers (not yet available)
Attack Ships
Carriers
Fighters
Close Air Support
Bombers
Helicopters (Not yet available)
Recruitment Policies
Recruitment Policies are the keys toward building up your military and maintaining a large standing force. The recruitment policy that your nation maintains directs the amount of manpower per year available to you. Switching between each time has drastic consequences, and can (and will) result in stability changes as well. Volunteer and both types of Conscription can be switched between at will, but Neo-Feudal can only be switched through actions and events.
Neo-Feudal: A Neo-Feudal recruitment policy is one in which there are a variety of generals within your nation who control their own personal forces free of government oversight. These leaders can and will oppose or support your various actions, and when you have this, the chances of military coups are much more likely or of civil war. Neo-Feudal governments cannot build up their reserves in the normal methods. Reserves represent independent armies throughout the countries and will build themselves up over the years. They can still be called upon to fight an invading force however.
Volunteer: A Volunteer army is one in which the entire army consists entirely of people who have volunteered to fight. One of the key benefits of this policy is that it effectively adds another quality point to your military quality rankings. Also, it helps maintain your stability during wars. The main drawback to this policy is that it provides the least amount of manpower besides Neo-Feudal.
Peacetime Conscription: Peacetime Conscription is when a nation maintains a draft to fill its ranks during times of peace, but also can represent a country which requires mandatory military service for all citizens. This is the middle road of all policies, providing a considerable amount of manpower and having no effect on stability one way or another.
Wartime Conscription: Wartime Conscription is the new ruleset’s version of mobilization. Wartime Conscription provides by far the most manpower per turn, thus raising the potential amount of recruits and the cap upon your soldiers up to a great degree. Wartime Conscription has a negative effect on your stability and will cause the most war weariness over time.
Manpower and Unit Cap
Manpower has been dramatically changed since A Brave New World Part 2. Manpower can no longer be banked over time, as it allows for a certain amount of available recruits per year. Each manpower more or less represents one thousand potential soldiers and this is reflected in unit costs. The amount of manpower you get per turn is affected by the general status of your nation as well as your instated recruitment policy. Manpower is not just used for building new troops, but it also reflects how many you can actually maintain in your standing army. Gone are the days of million-man armies in countries far too small to support them. This is to reflect the leaving of troops from military service as well as regular costs of reinforcement and supply.
The Soldier Cap is the number in parenthesis next to the manpower per turn, reflecting the total number of troops that your nation can support. This includes anything under the regular Army, Navy, or Air Force. The soldier cap can be filled by Regulars, Elites, Special Forces, Sailors, and Pilots.
The unit cap also applies to Reservists, however, reservists are handled separately from the other branches of the military. You may have a number of reservists equal to the cap upon your soldiers. In otherwords, if you have a soldier cap of 100,000, you can still have a 100,000 man army, but 100,000 Reservists as well.
Basic Training
The core of all militaries are the average soldiers and individuals who make up the ranks. In past NESes, this is generally measured by manpower expenses into larger brigades or divisions. This time the individual numbers of enlisted or conscripted soldiers will be kept account of in your stats. Vehicles will no longer have a manpower cost, but will be crewed by separately recruited soldiers. Sailors and Pilots are required to make your ships and planes able to move and be effective. While they can also serve in emergency ground combat, this is not recommended. The costs for each type of soldier will be provided on the below costs post.
Mobilization of the Reserves
Mobilization as it existed in A Brave New World has been made greatly different with this new ruleset. Rather than being reflected by doubling a nation’s banked manpower and other rules, here is it more distinctive. At any time, you may choose to mobilize any amount of your standing reserve forces, shown underneath the Army stat. These do not have to be mobilized all at once, but you can assemble as many as you choose from this banked force. Reservists are not as effective in combat as Regulars, but it’s better than no soldiers at all.
EQ’s Advice for Warfare
We have entered a fairly modern era of combat. To this end, most wars will likely be quick and efficient, for those with modern militaries anyways. It is not impossible for conventional (non-guerilla) conflicts to be started and ended in less than a full turn. This is why I HIGHLY recommend coming up with emergency plans and procedures in the unfortunate case of an enemy invasion. Preparation is key to victory, and you have my solemn vow that I will maintain a Word document organizing your potential plans. You may well regret not taking up this offer.
Non-Government Organizations
Non-Government Organizations (NGO) play an essential role throughout modern society and global politics. This is a fairly experimental process based on previous attempts to reflect these groups. I will state right off the bat, that it is VERY different from a regular government organization. If you want to make sweeping changes or to develop yourself into some sort of superpower, you’ll likely arrive in this NES very disappointed. While military based NGOs may possess a type of military, this will generally be very small. NGOs are for people who either enjoy frequent diplomacy (i.e. Catholic Church is likely to be busy) or underground insurgencies. As with normal nations, patience is the best advice I can recommend. Hopefully the stats are mostly self explanatory, but if they are not, here are some reference articles for you.
Type of Organizations
There are three types of organizations: Paramilitary Organizations, Religious Organizations, and Charitable Organizations. Paramilitary represent the various insurgent and terrorist groups which litter the word like well-armed debris. They will be focused upon a certain goal, which all their efforts must go to achieve. If they appear to have lost their focus, a new goal may be announced, or the soldiers may begin to desert. Charitable groups are organizations which help to ease mankind’s suffering across the world. They must acquire support from various global governments and be able to play politics well enough that they garner enough aid to provide support to as many regions as possible. Religious Organizations are groups like the Catholic Church, which have a certain constituency to reflect the interests of. They also have enormous influence upon their religion, and are a considerable diplomatic force.
Organization Wealth
Organizations have no standing EP generation source of their own, and don’t even regularly use it. They can, however, accept EP donations from regular nations, which are reflected in the unlisted resources of the NGO. Remember, this is a predominantly political type of organization, rather than a spending and fighting type of nation. Paramilitary Organizations do possess some soldiers, which can be used in military activity. These are gained each turn based on your group’s popular support in your region of interest.
Hearts and Minds
All NGOs cannot survive without support from the people of their regions of interest. If the Popular Support rating falls below a certain point, the NGO will quickly lose support and influence. Ultimately this may lead to an involuntary disbanding of the organization. Paramilitary and Charitable organizations are more susceptible to Popular Support than Religious ones. For Paramilitary organizations, the higher your popular support, the more soldiers which will flood your ranks.
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
As a note for the empires out there, protectorates have been removed from their previously special status with economy and so forth. The protectorate exists in name only at this point, giving no direct bonuses to either party. You can still use your businessmen to ruthlessly exploit underdeveloped countries, though, so no worries.
A Note on Nuclear Weapons
In our timeline the period after the Second World War was dominated by nuclear politics between the two remaining superpowers, the United States and the Soviet Union. There was no Hiroshima here, no nuclear end to the epic conflict. Due to this world’s extreme backwardness in multiple fields of technology, at this moment you could count the number of nuclear physicists in the world on a blind carpenter’s hands. While some of these individuals may be thinking of a nuclear weapon, the question remains whether or not it will actually wind up as a legitimate field of science. At this moment, as far as you know, there is no Manhattan Project equivalent underway in any country. But if there were, it would be determined in cost and availability to only the nations with the personnel and skill required to undertake a project. Also, if a country did possess nuclear weapons, unless they started nuking stuff all over, you would not know about it. All nuclear weapons will be kept secret, known only to the player and myself, including the research to acquire them. If nuclear weapons were available, they would cost 1 EP for 5 bombs and would require a craft with a payload rating of 4 or better to be used.
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.
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
All the players of the original A Brave New World for creating the world we have now!