Orders are due Monday, November 25, 2013.
The Wiki of the NES
For Updates 0-39 go to the wiki, linked above.
For Updates 40-59 See Below:
For new players, welcome aboard! Send me a private message and I'll be happy to recommend any nation that fits your desires. For everyone else welcome back. The rules have not changed too much and the whole format is designed to be easy to learn, but challenging to master. There are subtleties to the rules, as well as tricks that will serve veteran players of my NESes well. You veterans will want to read the new rules, as there are some key differences that will only be readily apparent upon reading Otherwise, fear not! There are many updates ahead, and more than enough time to restart with a new nation. There are no permanent losers, and all are welcome to return if their nation falls.
The stated goal of this NES is to push forward with an update for every year between 1900 and 2015, with the possibility of going on to 2100. This is possibly two hundred updates, and by estimation, this will likely take place over the course of four years in real time. I've been looking for some consistency these days, and I feel that this NES will be key in preserving at least one stable thing in my life. So I'll be here for four more years, I hope most of you will be as well. Capto Iugulum may not start with the most historically plausible scenario, but the whole NES has been rather exhaustively researched by me, as it is the NES I've always wanted to moderate. NESes like The World Turned Upside Down and A Brave New World could be seen as prototypes of this very NES. Covering two hundred years of the most dramatic changes in human history isn't going to be easy, and holding onto your nation and empire for all that time is even less likely. Consider this a rodeo in which you're all riding bulls, while trying to push everyone else off of their own mounts.
Since the dawn of the 1920s, Russia and the United Kingdom of Great Britain and Ireland have been locked in an informal struggle for position and dominance across the world. The Great Game, as it is called, has been a series of proxy wars and great battles between the world’s strongest powers, leaving chaos in its wake. First came the Great Arabian War and Russian invasions throughout the Middle East and Caucuses, as the battle lines were drawn in that region. Then came the Rhine-Rhone War, as the paradigm of Europe shifted and Germany emerged as a new powerhouse economy, dominating the rest of the continent. At the same time, a major war broke out in the Pacific Ocean, as the Japanese seized the rest of the Dutch Empire and defeated those who sought to protect it. These fights were only the prelude to the great battles that would emerge throughout the 1930s. The Fireworks Massacre and War brought a fight on a great scale directly to the British Empire and its Dominion in Guangxi, leading to a ten year long battle as the British and Japanese fought against the Chinese Red Army, attempting to hold together their empires. In the Americas, the American government, with the support of the Russians, attacked and defeated the proletarist states, though in the process provoked a larger struggle with Florida and Jacksonia. In 1940, the world is troubled, and facing the possibility of an even larger war, as Moscow and London stare at each other, waiting for one of them to blink.
A Sample Nation
Nation Name (Player Name)
Formal Nation Name (If Applicable)
Government Type: Monarch/Head of State (Ideology)
Legislature (If Applicable): Ruling Party (Ideology)
Head of Government (If Applicable)
Capital: City Name
National Issues: Issues’ Summary
Manpower: Bank (+Per turn)
Economic Points: Bank (+Per Turn)
Domestic Spending : -EP Per Turn
-Education: -EP Per Turn (Amount of EP required for basic nation-wide education)
-Policy #2: -EP Per Turn
Army: Brigades
Army Quality: #
Army Doctrine: Type
Navy: Ships
Navy Quality: #
Air Force: Squadrons
Air Force Quality: #
Colonies: Total Colonial Economic Value
Colony Name: Economic Value
-Garrison: Brigades, Ships, and Squadrons
-Colonial Issues: Issue Summary
Project Name: Spent/Total Cost
Your government is the style of regime your nation has. This can range from anywhere to the most free and open democracy to a brutal authoritarian theocratic monarchy and anything in between. Various types of governments can obviously get away with different actions, and you should always keep your government in mind. Democratic governments have elections every once in a while (determined by their constitution) and can therefore be subject to changing political winds more than a monarchy. The type of ideology you follow will also alter the issues of concern of your people and bring different matters of stability to the forefront of your politics. Be aware however, that should you mistreat your people and disregard the formalities of your regime, you may be faced with revolution. Unless, of course, that's what you wanted to do in the first place. Furthermore, legislatures have a tendency to get involved in the management of government, and may reject legislation you attempt to pass, or otherwise interfere in the conduct of policies and laws.
The manpower of your nation is representative (currently, may change with time) of a select part of your overall population. Namely, this is of standard age "warrior" males from your population. The people that are considered to be ideal soldier age by modern standards, namely men ages 16-50. The Manpower stat does not include anyone outside of this range. Regardless, you may consider these people linked to their unmarked families, and are the people who will create new families if left to their own devices. If you expend too much of your manpower in military service, your growth rate will suffer. Also, though it may be tempting for some nations, try to resist using ALL your manpower for military purposes. Doing so will be highly unpopular with your people, unless you are engaged in a total war. The amount of manpower you have is ALL feasibly suitable people of age, and there are no more to be had beyond those created each turn.
Your basic economy in this NES consists of Economic Points, which is the total portion of your economy which is currently useable to your goverment. Nations with a stronger economy have governments which can spend considerably more. The economy of your nation can be improved through trade agreements, technological advances, and the capture of new territories and establishment of colonies. You can use both the funds in your bank, and the incoming Economic Points in your spending orders for each turn. The amount of the funds per turn mentioned near the top of your stats includes any colonial income or income from territories currently occupied from an enemy. It is possible that during an occupation from any enemy invasion that you will lose some of the amount that you can spend. This will be notated in your stats to show how much you have lost from your total to the invading forces.
As in prior NESes of mine, you can spend portions of your economy into either policies or projects. Projects are one-time programs designed to have a set expense for completion. The speed of these solely depends on how much you're willing to commit at any one time. To establish a project, simply inform me of your methods in conducting it and the goal to which you aspire, and a cost will materialize in your stats following the update.
Policies are more in-depth long-term expenditures. These are included in your stats underneath the Economic Points section. The policies are deducted from your EP bank at the end of every turn. Policies include things which you will always have to fund, and eliminating these will frequently result in internal political turmoil. Larger (geographically) nations will always have at least some policies in place, in order to fund the bureaucracy which keeps their empires going. Keep an eye on your policy expenditures, as you may find yourself bankrupt if you don't. If you choose, you can reduce expenses however you choose, just be warned this could have ramifications upon your stability or economy. On the other hand, sometimes cutting back expenses is exactly what you need to do to increase or economy or stability. The situation can vary from nation to nation. Remember, the longer a policy is in place, the more difficult it will be to reduce or get rid of it.
Unlike in the period from 1900 to 1939, Stability is no longer a physical and numerical stat that you can look at on the front page. Instead, it is now handled more abstractly and less randomly. The National Issues of your nation are the most pressing and omnipresent matters on the minds of your people, and from these national issues, events will emerge. Now, the order of the national issues is irrelevant, and will be written as they emerge, not in terms of priority. The stat also does not measure the significance or positions of your people on the issue at hand, just that the people in general are thinking about it. Just because “Ethnic Nationalism” is an issue, does not mean everyone is in favor of it, nor does it mean that everyone it against it. All that it means, is that Ethnic Nationalism is what people are talking about in the streets, and what politicians are talking about in their legislatures.
All nations have national issues of some kind, and this is meant to both act as the foundation to what protests and unrest you may have, not what you have to deal with every single update. Some national issues simply can’t be resolved in a single, and won’t be regardless of what you do. These are simply guidelines to what you should be looking at politically and what the priorities of your people are. Ignoring them can be a legitimate strategy, as some concerns will fade with time, and in fact, in some cases action will only make matters worse. Every issue is a medium term judgment you will have to make for the betterment of your nation.
Education and Special Research Projects
The education portion of your domestic spending is solely dictated by you, but it should be mentioned that the more you dedicate to education the more innovation and development, as dictated by the proportion of your manpower to the total amount of spending into education. Needless to say, a larger population will inherently require more spending on education to be truly effective. Having less than the recommended amount is ok, it's a recommendation, not a minimum. In the strictest sense, you may often be better served using the EP elsewhere, all nations will start with the full contribution, but you may reduce or increase it as you see fit. After all, Education provides a very intangible benefit, you may find the EP more useful elsewhere. When it comes to adjustments however, the less often you do it, the better for stability. Shifting back and forth too quickly only leads to pain and instability at home.
Now as it is, almost all research is out of the direct control of players. The independently researched stuff mostly includes civilian technologies and theoretical advancements. Therefore the broadest levels of research will not be under your control at any stage of the game, except for the speed at which they are achieved based on your education and portion of the economy dedicated to the private sector. There will on occasion be what is known as "Special Research Projects." When a certain selection of circumstances and factors collide, your government may receive a letter from individuals relating to various fields. They will present an idea, how much funding they need per year, and how much time they anticipate the project to take. This could be an expensive dead end or it could lead to a weapon that changes the world. The choice is yours, and often, the choice you make will completely alter the way war and the world works if successful.
One final note: if you have an idea for any specific secret technology research, feel free to ask me. Be warned, I will more likely than not shoot down your idea. Never hurts to ask though.
Army Doctrine is a distant cousin of Army Organization from Capto Iugulum: Empires and Nations. While they may look the same at a cursory glance, I assure you they most definitely are not. Army Doctrine has a much more direct effect upon the costs of various units, and will not be a set cost for all units as it was in the previous phase of the NES. The actual details of Doctrines and how to conduct this are discussed in the Army Doctrine Post below.
It might seem that the effort may be too expensive, and you may be right. A very large army has a very difficult time in converting to a more modern design for their forces. This however is completely realistic and some may find it easier to simply have a smaller, but modern, standing army. Unlike in previous NESes however, Army Doctrine is significantly more important than Army Quality when it comes to deciding battles. Therefore, while you may be able to let your upgrading slide for a time, you certainly cannot forever. Ideally, an army will attempt to modernize its organization and doctrines once every ten to twenty years. As stated in the economic section above however, the economies of all nations are inflated compared to past NESes, so this is not as daunting as it might sound.
The most important thing for all of you aggressive NESers, is that no matter how flimsy it may be, you need to have a reason for your wars. Your people will fight and die for you, but they'd like to know why. If it's a good reason, they'll fight all the harder. This may include to liberate an oppressed people, claim more land for exploitation, or to unify a national group. If it is a bad reason, they may rebel. Bad reasons may include totalitarian conquest of other nations, or no reason at all. Remember, if you want to fight a war, give the world a reason why.
I would give an explanation of war in the 20th century, but I have chosen not to. This is mostly due to the unpredictable nature of the possibilities of war in this period of time, and changing thoughts and ideologies. There is one very broad tip I can give however: Just because it's 1914, doesn't mean that all wars must be fought in the trenches; similarly, just because it's 1939 doesn't mean that setting the tanks to rolling is the same thing as a blitzkrieg. Know your wars, terrain, and army, as some armies, thanks to doctrine, may be better at certain things than others.
Unlike in army combat, where Doctrine is king, the key elements of naval and air battles are a much more equal combination of quality and tech. Better aircraft will outperform worse types, but it should be considered that a better quality air force may still outmatch a poorly trained one, no matter how good their planes are. This somewhat affects armor as well as the stats of armor are highly significant in modern battles of tanks. The right stats in the right places may turn the tide of a battle, regardless of what the enemies stats may be.
With the exception of Army Doctrines, ALL unit designs are solely created by EP. The more EP you invest in a type of unit, the better the unit that you create. All types will initially be fairly expensive to design, but as technology advances and changes, the design of varying types of units will become substantially cheaper. I should note one very important thing about this though. While you may be tempted to spend all your money on a uber-death tank, plane, or battleship, all units have weaknesses, and it should be noted that there is a definite correlation between the cost of a unit and the amount of stat points it has. The full details and costs are provided in the Army/Navy/Air Force Posts below this one.
Stories, Tales, and Culture
For a moment there, I bet some of you thought I had lost sight of the Story part of NESing. Not so! Each update will include a section for things other than wars, elections, and government changes. Among these will be movie reviews, as well as cultural tidbits for the update. This will include a section in the update for political cartoons, reviews of plays/movies/books, and perhaps any other little cultural pieces we'd like to add in there. If you'd like to contribute, simply post your idea on the thread or in your orders, and watch as your people make cultural history. I of course will be holding onto editorial rights to make sure that it remains consistent in style to the rest of the update and what can be included for space reasons.
An Order deadline will be at the top of this post every week, and we'll be attempting to manage an update a week to start us off. Each update will be a year of game time, so plan your wars and policies accordingly. Make sure to entitle the Private Message you send me with your nation's name and the correct year, otherwise your orders will be at risk of being lost. The following is an ideal setup for the delivery of your orders:
Nation Stats
Spending Summary (i.e., do not disperse your spending orders throughout the whole PM)
Domestic Orders (i.e., anything you want to do relating to internal affairs)
Foreign Orders (i.e., trade agreements, alliances, any agreement with another player or nation)
War Orders (If you're at war)
Many people have questions about their nation. This is entirely reasonable. I am happy to answer questions, and therefore invite you to contact me in any of the following ways:
1. Private Message through CivFanatics Center. This is my preferred mode of contact, and I can guarantee a response within 48 hours of receiving the message, barring vacation. If you definitely want an answer to your question, send it via PM.
2. Instant Message through AIM. Yes, AOL Instant Messenger isn’t really in much widespread use these days, but on occasion I am in fact logged on. Typically I am on AIM on the weekends, but my hours can be fairly irregular.
3. I really hesitated to add this, but last of all is my Steam ID. I will share this on a case by case basis, if you’re a major power and need constant questions and answers, this is an ideal way to contact me. My Steam is always on, though there is always a chance that questions left when I’m not there (or in a game) won’t be answered.
World Map as of January 1, 1940
CAPTO IUGULUM
Quick Links to Posts
Quick List of Available Nations
Army Doctrines
Army Units
Navy Units
Air Force Units
Rocketry
European Stats
American Stats
African and Asian Stats
A List of Updates
Quick List of Available Nations
Army Doctrines
Army Units
Navy Units
Air Force Units
Rocketry
European Stats
American Stats
African and Asian Stats
A List of Updates
The Wiki of the NES
For Updates 0-39 go to the wiki, linked above.
For Updates 40-59 See Below:
Spoiler :
Introduction
For new players, welcome aboard! Send me a private message and I'll be happy to recommend any nation that fits your desires. For everyone else welcome back. The rules have not changed too much and the whole format is designed to be easy to learn, but challenging to master. There are subtleties to the rules, as well as tricks that will serve veteran players of my NESes well. You veterans will want to read the new rules, as there are some key differences that will only be readily apparent upon reading Otherwise, fear not! There are many updates ahead, and more than enough time to restart with a new nation. There are no permanent losers, and all are welcome to return if their nation falls.
The stated goal of this NES is to push forward with an update for every year between 1900 and 2015, with the possibility of going on to 2100. This is possibly two hundred updates, and by estimation, this will likely take place over the course of four years in real time. I've been looking for some consistency these days, and I feel that this NES will be key in preserving at least one stable thing in my life. So I'll be here for four more years, I hope most of you will be as well. Capto Iugulum may not start with the most historically plausible scenario, but the whole NES has been rather exhaustively researched by me, as it is the NES I've always wanted to moderate. NESes like The World Turned Upside Down and A Brave New World could be seen as prototypes of this very NES. Covering two hundred years of the most dramatic changes in human history isn't going to be easy, and holding onto your nation and empire for all that time is even less likely. Consider this a rodeo in which you're all riding bulls, while trying to push everyone else off of their own mounts.
Where We Are, the Great Game
Since the dawn of the 1920s, Russia and the United Kingdom of Great Britain and Ireland have been locked in an informal struggle for position and dominance across the world. The Great Game, as it is called, has been a series of proxy wars and great battles between the world’s strongest powers, leaving chaos in its wake. First came the Great Arabian War and Russian invasions throughout the Middle East and Caucuses, as the battle lines were drawn in that region. Then came the Rhine-Rhone War, as the paradigm of Europe shifted and Germany emerged as a new powerhouse economy, dominating the rest of the continent. At the same time, a major war broke out in the Pacific Ocean, as the Japanese seized the rest of the Dutch Empire and defeated those who sought to protect it. These fights were only the prelude to the great battles that would emerge throughout the 1930s. The Fireworks Massacre and War brought a fight on a great scale directly to the British Empire and its Dominion in Guangxi, leading to a ten year long battle as the British and Japanese fought against the Chinese Red Army, attempting to hold together their empires. In the Americas, the American government, with the support of the Russians, attacked and defeated the proletarist states, though in the process provoked a larger struggle with Florida and Jacksonia. In 1940, the world is troubled, and facing the possibility of an even larger war, as Moscow and London stare at each other, waiting for one of them to blink.

A Sample Nation
Nation Name (Player Name)
Formal Nation Name (If Applicable)
Government Type: Monarch/Head of State (Ideology)
Legislature (If Applicable): Ruling Party (Ideology)
Head of Government (If Applicable)
Capital: City Name
National Issues: Issues’ Summary
Manpower: Bank (+Per turn)
Economic Points: Bank (+Per Turn)
Domestic Spending : -EP Per Turn
-Education: -EP Per Turn (Amount of EP required for basic nation-wide education)
-Policy #2: -EP Per Turn
Army: Brigades
Army Quality: #
Army Doctrine: Type
Navy: Ships
Navy Quality: #
Air Force: Squadrons
Air Force Quality: #
Colonies: Total Colonial Economic Value
Spoiler :
Colony Name: Economic Value
-Garrison: Brigades, Ships, and Squadrons
-Colonial Issues: Issue Summary
Project Name: Spent/Total Cost
Governments
Your government is the style of regime your nation has. This can range from anywhere to the most free and open democracy to a brutal authoritarian theocratic monarchy and anything in between. Various types of governments can obviously get away with different actions, and you should always keep your government in mind. Democratic governments have elections every once in a while (determined by their constitution) and can therefore be subject to changing political winds more than a monarchy. The type of ideology you follow will also alter the issues of concern of your people and bring different matters of stability to the forefront of your politics. Be aware however, that should you mistreat your people and disregard the formalities of your regime, you may be faced with revolution. Unless, of course, that's what you wanted to do in the first place. Furthermore, legislatures have a tendency to get involved in the management of government, and may reject legislation you attempt to pass, or otherwise interfere in the conduct of policies and laws.
Manpower and your Population
The manpower of your nation is representative (currently, may change with time) of a select part of your overall population. Namely, this is of standard age "warrior" males from your population. The people that are considered to be ideal soldier age by modern standards, namely men ages 16-50. The Manpower stat does not include anyone outside of this range. Regardless, you may consider these people linked to their unmarked families, and are the people who will create new families if left to their own devices. If you expend too much of your manpower in military service, your growth rate will suffer. Also, though it may be tempting for some nations, try to resist using ALL your manpower for military purposes. Doing so will be highly unpopular with your people, unless you are engaged in a total war. The amount of manpower you have is ALL feasibly suitable people of age, and there are no more to be had beyond those created each turn.
The Wealth of Nations: Your Economy
Your basic economy in this NES consists of Economic Points, which is the total portion of your economy which is currently useable to your goverment. Nations with a stronger economy have governments which can spend considerably more. The economy of your nation can be improved through trade agreements, technological advances, and the capture of new territories and establishment of colonies. You can use both the funds in your bank, and the incoming Economic Points in your spending orders for each turn. The amount of the funds per turn mentioned near the top of your stats includes any colonial income or income from territories currently occupied from an enemy. It is possible that during an occupation from any enemy invasion that you will lose some of the amount that you can spend. This will be notated in your stats to show how much you have lost from your total to the invading forces.
Policies and Projects
As in prior NESes of mine, you can spend portions of your economy into either policies or projects. Projects are one-time programs designed to have a set expense for completion. The speed of these solely depends on how much you're willing to commit at any one time. To establish a project, simply inform me of your methods in conducting it and the goal to which you aspire, and a cost will materialize in your stats following the update.
Policies are more in-depth long-term expenditures. These are included in your stats underneath the Economic Points section. The policies are deducted from your EP bank at the end of every turn. Policies include things which you will always have to fund, and eliminating these will frequently result in internal political turmoil. Larger (geographically) nations will always have at least some policies in place, in order to fund the bureaucracy which keeps their empires going. Keep an eye on your policy expenditures, as you may find yourself bankrupt if you don't. If you choose, you can reduce expenses however you choose, just be warned this could have ramifications upon your stability or economy. On the other hand, sometimes cutting back expenses is exactly what you need to do to increase or economy or stability. The situation can vary from nation to nation. Remember, the longer a policy is in place, the more difficult it will be to reduce or get rid of it.
National Issues and Regime Stability
Unlike in the period from 1900 to 1939, Stability is no longer a physical and numerical stat that you can look at on the front page. Instead, it is now handled more abstractly and less randomly. The National Issues of your nation are the most pressing and omnipresent matters on the minds of your people, and from these national issues, events will emerge. Now, the order of the national issues is irrelevant, and will be written as they emerge, not in terms of priority. The stat also does not measure the significance or positions of your people on the issue at hand, just that the people in general are thinking about it. Just because “Ethnic Nationalism” is an issue, does not mean everyone is in favor of it, nor does it mean that everyone it against it. All that it means, is that Ethnic Nationalism is what people are talking about in the streets, and what politicians are talking about in their legislatures.
All nations have national issues of some kind, and this is meant to both act as the foundation to what protests and unrest you may have, not what you have to deal with every single update. Some national issues simply can’t be resolved in a single, and won’t be regardless of what you do. These are simply guidelines to what you should be looking at politically and what the priorities of your people are. Ignoring them can be a legitimate strategy, as some concerns will fade with time, and in fact, in some cases action will only make matters worse. Every issue is a medium term judgment you will have to make for the betterment of your nation.

Education and Special Research Projects
The education portion of your domestic spending is solely dictated by you, but it should be mentioned that the more you dedicate to education the more innovation and development, as dictated by the proportion of your manpower to the total amount of spending into education. Needless to say, a larger population will inherently require more spending on education to be truly effective. Having less than the recommended amount is ok, it's a recommendation, not a minimum. In the strictest sense, you may often be better served using the EP elsewhere, all nations will start with the full contribution, but you may reduce or increase it as you see fit. After all, Education provides a very intangible benefit, you may find the EP more useful elsewhere. When it comes to adjustments however, the less often you do it, the better for stability. Shifting back and forth too quickly only leads to pain and instability at home.
Now as it is, almost all research is out of the direct control of players. The independently researched stuff mostly includes civilian technologies and theoretical advancements. Therefore the broadest levels of research will not be under your control at any stage of the game, except for the speed at which they are achieved based on your education and portion of the economy dedicated to the private sector. There will on occasion be what is known as "Special Research Projects." When a certain selection of circumstances and factors collide, your government may receive a letter from individuals relating to various fields. They will present an idea, how much funding they need per year, and how much time they anticipate the project to take. This could be an expensive dead end or it could lead to a weapon that changes the world. The choice is yours, and often, the choice you make will completely alter the way war and the world works if successful.
One final note: if you have an idea for any specific secret technology research, feel free to ask me. Be warned, I will more likely than not shoot down your idea. Never hurts to ask though.
Army Doctrine
Army Doctrine is a distant cousin of Army Organization from Capto Iugulum: Empires and Nations. While they may look the same at a cursory glance, I assure you they most definitely are not. Army Doctrine has a much more direct effect upon the costs of various units, and will not be a set cost for all units as it was in the previous phase of the NES. The actual details of Doctrines and how to conduct this are discussed in the Army Doctrine Post below.
It might seem that the effort may be too expensive, and you may be right. A very large army has a very difficult time in converting to a more modern design for their forces. This however is completely realistic and some may find it easier to simply have a smaller, but modern, standing army. Unlike in previous NESes however, Army Doctrine is significantly more important than Army Quality when it comes to deciding battles. Therefore, while you may be able to let your upgrading slide for a time, you certainly cannot forever. Ideally, an army will attempt to modernize its organization and doctrines once every ten to twenty years. As stated in the economic section above however, the economies of all nations are inflated compared to past NESes, so this is not as daunting as it might sound.
Wars, Warfare, and Units
The most important thing for all of you aggressive NESers, is that no matter how flimsy it may be, you need to have a reason for your wars. Your people will fight and die for you, but they'd like to know why. If it's a good reason, they'll fight all the harder. This may include to liberate an oppressed people, claim more land for exploitation, or to unify a national group. If it is a bad reason, they may rebel. Bad reasons may include totalitarian conquest of other nations, or no reason at all. Remember, if you want to fight a war, give the world a reason why.
I would give an explanation of war in the 20th century, but I have chosen not to. This is mostly due to the unpredictable nature of the possibilities of war in this period of time, and changing thoughts and ideologies. There is one very broad tip I can give however: Just because it's 1914, doesn't mean that all wars must be fought in the trenches; similarly, just because it's 1939 doesn't mean that setting the tanks to rolling is the same thing as a blitzkrieg. Know your wars, terrain, and army, as some armies, thanks to doctrine, may be better at certain things than others.
Unlike in army combat, where Doctrine is king, the key elements of naval and air battles are a much more equal combination of quality and tech. Better aircraft will outperform worse types, but it should be considered that a better quality air force may still outmatch a poorly trained one, no matter how good their planes are. This somewhat affects armor as well as the stats of armor are highly significant in modern battles of tanks. The right stats in the right places may turn the tide of a battle, regardless of what the enemies stats may be.
With the exception of Army Doctrines, ALL unit designs are solely created by EP. The more EP you invest in a type of unit, the better the unit that you create. All types will initially be fairly expensive to design, but as technology advances and changes, the design of varying types of units will become substantially cheaper. I should note one very important thing about this though. While you may be tempted to spend all your money on a uber-death tank, plane, or battleship, all units have weaknesses, and it should be noted that there is a definite correlation between the cost of a unit and the amount of stat points it has. The full details and costs are provided in the Army/Navy/Air Force Posts below this one.

Stories, Tales, and Culture
For a moment there, I bet some of you thought I had lost sight of the Story part of NESing. Not so! Each update will include a section for things other than wars, elections, and government changes. Among these will be movie reviews, as well as cultural tidbits for the update. This will include a section in the update for political cartoons, reviews of plays/movies/books, and perhaps any other little cultural pieces we'd like to add in there. If you'd like to contribute, simply post your idea on the thread or in your orders, and watch as your people make cultural history. I of course will be holding onto editorial rights to make sure that it remains consistent in style to the rest of the update and what can be included for space reasons.
Orders and Updates
An Order deadline will be at the top of this post every week, and we'll be attempting to manage an update a week to start us off. Each update will be a year of game time, so plan your wars and policies accordingly. Make sure to entitle the Private Message you send me with your nation's name and the correct year, otherwise your orders will be at risk of being lost. The following is an ideal setup for the delivery of your orders:
Nation Stats
Spending Summary (i.e., do not disperse your spending orders throughout the whole PM)
Domestic Orders (i.e., anything you want to do relating to internal affairs)
Foreign Orders (i.e., trade agreements, alliances, any agreement with another player or nation)
War Orders (If you're at war)
Questions: How to Contact Me
Many people have questions about their nation. This is entirely reasonable. I am happy to answer questions, and therefore invite you to contact me in any of the following ways:
1. Private Message through CivFanatics Center. This is my preferred mode of contact, and I can guarantee a response within 48 hours of receiving the message, barring vacation. If you definitely want an answer to your question, send it via PM.
2. Instant Message through AIM. Yes, AOL Instant Messenger isn’t really in much widespread use these days, but on occasion I am in fact logged on. Typically I am on AIM on the weekends, but my hours can be fairly irregular.
3. I really hesitated to add this, but last of all is my Steam ID. I will share this on a case by case basis, if you’re a major power and need constant questions and answers, this is an ideal way to contact me. My Steam is always on, though there is always a chance that questions left when I’m not there (or in a game) won’t be answered.
World Map as of January 1, 1940
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