carmen510
Deity
DO NOT POST UNTIL I SAY SO!!!!!!!
Template
Nation name
Ruler/Player:
Age: Digital Age
Government:
Capital:
Economy:
Trading Partners:
Exports:
Imports:
Size:
Leadership (civilian/military):
Infrastructure:
Education:
Dissent:
Missile Bases:
Wonders/Projects:
Army:
Navy:
Air Force/Missiles:
Background: It was 2020 when a revolution began. The Novaya Russian party gained some popularity, but their government policies were simply too controversial. They were banned from elections. The Novayan Party wouldn't give in. They had formed up and began a revolution, supported by the Ukraine. Long story short, they took over Russia, and their new dictator had begun to expand Russia. First Belarus, then the Ukraine, and it spiraled downward until a showdown in Washington state. There, Russia was halted, and America drove them away from North America and Latin America. However, they had little chance of ever detaching them from Europe, Africa, and Asia. No need though. Resistance groups grew strong over the years, and most countries were freed by 2080. Soon, Russia had surrendered, but new threats to the world formed from Novaya Russia's actions. The United African Patriotic Front invaded Egypt, followed by the United Arab Patriots. The United Federation of Asian Republics formed, with a dictator of Free China at its head. Revolution swept western China, Russia, the Philippines, and Cuba. Europe was devastated, the result of Russian destruction. Yet, there was hope. A new light would lead the world. But who is the light? That will be for you to decide...
Ruler/Player:
The name of the current ruler of your nation. The second part is the player, if any, in charge of the nation.
Government:
Your form of government. Nothing fancy in this. (Specify please)
Capital:
Well, this is like, the administrative center of your nation where your ruler, most likely, lives. It is surrounded by white on the map.
Economy:
First, the basics. There are economy levels, which give you your income. If you have a negative economy level…well, various bad things will happen to you. Here are the levels:
Please Quit (-3)
Bankrupt (-2)
Recession (-1)
Very Poor (0)
Poor (+1)
Not Bad (+1)
Normal (+2)
Above Normal (+3)
Good Enough (+3)
Growing (+4)
Rich (+5)
Very Rich (+5)
Richest (+6)
Economic Powerhouse (+6)
Monopoly (+7) (after Monopoly, you get Monopoly+x (+7+x), where x is the amount of economy levels beyond Monopoly)
If you would like to increase this level, you have several options. The first is to send me copious amounts of bribe money (And that means real money
). The second is to create stories. The third is to spend double your EP on economy. (This means the EP from economy, not from other sources)
Trading: Trade Routes cost EP, depending on distance. They continue to give EP to each nation in the trade route. Only two nations per trade route, and 7 trading partners per nation. Tell me who you want to trade with, and the mode of transport.
Size:
The larger your country is, the more money you will have to spend to grow any particular stat. You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.
Tiny (1) - Small (1) - Medium (2) - Above Medium (3) - Large (4) - Huge (5) - Gargantuan (6) – Mongolian Empire (7) - Interplanetary Empire (8) - Universal domination (9)
The following stats are dependent on size: Civilian leadership, Infrastructure, Education, Happiness.
Infrastructure:
Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces.
Non-existent - Paths – Pathetic - Barely Tolerable – Tolerable – Standard – Improving – Good – Efficient - Very Efficient – Excellent
Education:
This is just how your people are educated, I guess. Obvious enough.
Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses three education levels.
Once you reach “Perfect” it will cost twice your size to increase to “Academic”. From “Academic” to “Enlightenment” will cost 3 times your size. You can invest gradually in these levels if you can’t afford it in one go. If it would cost you 15 to get to Enlightenment and you only have 4 EcoPoints to spend your stat would read: “Academic (4/15)”. If you stop investing in it however, it might deteriorate.
Almost everybody can learn to read and write, but it takes quite a bit more to become a professor in quantum physics which is why this has been implemented.
None – Dumb – Illiterate – Tolerable – Literate – Educated - Well Educated – Perfect – Academic – Enlightenment
Ages:
Semi-Digital - Digital - Nano - Early Space Age - Late Space Age - FTL Space Age
Dissent: Basically the percentage of people who dislike/hate your rule. The more it is, the more rebellious your population is. This can be affected by spending EP on the people (Healthcare, education, etc.), projects (Although they CANNOT directly affect dissent), and your actions.
Wonders/Projects:
These are special monuments that you construct or projects you initiate. Wonders will be much more expensive to build, but their effects are longer lasting and more powerful. They can also cause cities to gain special status. Projects are faster to do, but will usually be less powerful. Projects are often some kind of reforms or minor constructions that will give you an immediate boost. Wonders will often give you a smaller boost, but will be effective longer. As a general rule of thumb projects won’t be available initially, but consult me and I’ll tell you if the effects you want are ok and how long it will take. Construction will cost at least 1 EP per turn. You can spend extra to speed it up.
EX: Project Uberness (1/20) This means we have 1 EP of the required 20. Sometimes, it will take turns as well as EP to make it. This happens during colonization.
EX 2: Project Colonization (1/20, 1/6) means we have 1 out of 20 required EP, and 1 out of 6 required turns.
Military
Infantry: 1 EP creates a predetermined amount of infantry. (Sometimes, I will be nice and give you a little more infantry if your orders are good, or if you created a story. Also, there will be a boost in the amount you get if you have lots of better trained infantry) See the 'chart' below. Call them divisions, battalions, etc. Just not armies. Each of these will still equal the predetermined amount of troops. The standard weapon is laser rifles.
Militia (5,000), Cannonfodder (1,000), Untrained (900), Poor (800), Acceptable (600), Trained (500), Well trained (400), Better (300), Good (200)
Tanks: 1 EP will create 200 tanks. The standard tank has lasers. (Requires advanced lasers) These all start at the same level- Militia. If I'm impressed by your orders, this can escalate to Cannonfodder, Untrained, or Poor.
Naval forces:
Carriers - 2 EP will create a carrier and each carrier can hold up to 20 planes.
These ships have limited protection, so convoy them.
Frigates - These ships are now mainly used as trading ship convoys or light support. 1 EP creates 2 frigates.
Battleships - These have been revamped and fitted with several high-powered lasers. However, these battleships are extremely expensive. 3 EP creates one battleship. (Requires advanced lasers and Digital Age.)
Transports: These ships are the only way to ship troops across the ocean. These have minimal armor, and can't attack, so send some convoys. 1 EP creates 15 transports. Each one can carry a maximum of 200 troops.
Cruisers - A little stronger than the frigate, these ships have recently been upgraded, and all nations can afford them. 1 EP create 1 cruiser. These have one weak gun turret, and one AA gun. These are used as convoys or 'frontliners' (Requires advanced lasers)
Submarines: 1 EP for 3. These can destroy pretty much every ship. Only new battleships can survive and cruisers can detect them.
Air Forces (Requires iron and oil)
Fighters - 1 EP creates 10 fighters. These can attack all other aircraft, excluding new Stealth bombers.
(Unless fighter missile launchers are researched)
Bombers - 1 EP creates 3 bombers. These are used to destroy structures or groups of infantry/tanks.
Stealth bombers - 1 EP creates one of these. Only nations in the Digital Age or above can make these. These cannot be shot down by fighters, until the fighter missile launchers tech is researched, or advanced radar is invented.
Missiles - These are extremely dangerous weapons of Mass destruction. Use with care. (Requires a missile base. Launch one each turn per missile base) Most were destroyed in the truce of WW3. Using a missile WILL result in disapproval from most nations. (Almost every NPC, maybe a few players)
Explosive Conventional Missiles - 1 EP for one.
Atomic - 3 EP for one.
Bio-Chemical - 3 EP for one. (Requires Bio-Chemical Missile tech)
Anti-Matter - Extremely dangerous. Destroys all matter within range. Only accessible from Anti-Matter tech. 5 EP for one.
Cybers - These robotic troops cannot be created until the Nano Age.
3 EP creates 2 cybers. These are extremely dangerous weapons that can decimate infantry, tanks, or even aircraft.
Spaceships - Requires Space Dock, Laser Supercruisers and Early Space Age. (Cannot attack land, air, or sea unless Yamato Cannon Battlecruisers. Never can attack missiles. Requires Ion Energy and iron)
Yamato Cannon Battlecruisers - Top of the line, these can destroy almost every other spaceship. 3 EP creates one.
Dropships - Only way to transport troops from planet to planet. Can carry 1,000 troops. Cannot attack, so convoy. 5 EP for 2 dropships.
Space Carriers - Creates and store space fighters (B) until battle. Kind of like sea Carriers. Cannot attack. 4 EP for a carrier. (Space fighters (B) automatically created when this is created)
Space Fighters (A) - This kind doesn't configure with carriers. 3 EP creates 10 of these. Type B can only be used in carriers.
Note: Training will be listed after the troop type. It is possible to have troops with different training.
Military
Training (foot/tanks/naval/air force):
This is an indication of how well trained your forces are. All troops can be trained to fight, but teaching them more than just the basic skills is difficult. It takes time and even the best trained soldier will die as easily from a bullet as a horse. Well trained troops are better fighters, more disciplined and more capable of thinking independently. Warfare can increase or decrease their training level dependent on victories/defeats as well as the number of casualties sustained.
Training and military leadership depend on army size. You need one eco point per 2 thousands to grow army training; 1 per ship for navy training; 1 per 5 aircraft; 1 per 400 tanks; 1 per 2 space fighters, 1 per cyber; and 1 per Yamato Cannon Battlecruisers.
Newly recruited troops come in at different levels, depending on your military size now, your leadership, loyalty, confidence, other military training, eco invested, etc. You can focus training on some units to have some troops better trained than others. You don’t have to train the entire army in one go. Professional Army level and Elite level are only achieved by random events or major wars. Pwnage is only for UUs when they advance after Elite.
Militia- Cannonfodder – Untrained – Poor – Acceptable – Trained – Well trained – Better – Good – Professional – Elite - Pwnage
Irregulars:
If you are invaded the local population might rise up to oppose the enemy. How many does this depends on several factors, but mainly on the loyalty of your nation.
Conscription:
There's a difference between Irregulars and conscripted men. Firstly, conscripted men start out as Militia level, always. Irregulars could possibly be old veterans. Second, Irregulars aren't forced to fight, it was their own free will. Conscripted men were drafted. Conscription costs 1 EP. I'll decide how many troops you get.
Note: Conscription might create dissent.
International Forces: Forces from other countries helping the protected nation. These are separate from the International countries' military in stats. (If USA has 100,000 troops altogether, and 100 troops in X country, the 100 troops aren't included in the 100,000. Therefore, the total of American troops is really 100,100.) You can always add or move out troops. To move in troops, you must ask the nation if you can do so.
UU:
You can have one UU per category, (Army, Navy, Air Force, Space force) per age. You can change it at any time you wish as it might become obsolete. The cost of recruiting them will be determined by me. They will always be considered one training level higher than the other troops in that category. This is the only way to get Pwnage units.
When you want a UU you just tell me what you want along with a description of it. Also, the UU WILL replace the unit of err... replacement.
Space Docks: If you're in the Early Space Age, you will be able to create Space Docks. These docks are required to create/repair spaceships. Only one 'order' per space dock. (Ex: Buying 10 space fighters is an order, so is creating one Yamato Cannon Battlecruiser) One space dock costs 2 EP, but it might cost more if you're underdeveloped.
Missile Bases: You need one to make and launch missiles. You may only create one missile per turn at any one base. It costs 1 EP, but maybe more if you're underdeveloped. NOTE: Missiles cannot be made and launched at the same turn. Also, missiles built in Turn A cannot be launched in Turn A. They must wait until Turn B to launch, unless you're building another missile.
Techs: You may pay for them all at once, or each turn invest some EP. You may combine research efforts with other nations, but then they will have them too.
Advanced lasers - 20 EP (Requires Semi-Digital Age)
Nerve gas - 20 EP (Troops throw this gas that helps shut down, or even kill life forms, but in a widespread area)
Fighter Missile Launchers - 20 EP (Missile launchers attached to fighters)
Bio-Chemical Missiles - 25 EP (Requires Nerve gas and Digital Age, like Biological weapons today, only worse)
Advanced Radar - 25 EP (Can detect stealth bombers)
Anti-missile batteries - 30 EP (Requires Advanced lasers, Fighter Missile Launchers, and Advanced Radar)
Space Laser - 20 EP (Requires Early Space Age, advanced lasers, and Fighter Missile Launchers. Weapons for Spaceships.)
Laser Spacecruisers - 35 EP (Requires Space Laser)
Ion cannons - 40 EP (Requires Late Space Age and Laser Spacecruisers. Used to destroy places from outer space)
Anti-Matter - 50 EP (Requires all other techs and FTL Space Age)
IMPORTANT NOTE: WW3 left some equipment behind, so nations can have advanced stuff, without the techs. However, you need techs to BUILD the units.
--------------------------------------------------------------------------------------------------
These are a very recent race, and one that are extremely unknown. (At least to earthlings)
All of the above is copied except......
Military: In truth, aliens have a very different military than we do.
Infantry: 1 EP creates 500 Alien laser infantry.
Tanks: These are really more like all-terrain laser jeeps. 1 EP creates 50 tanks.
All-terrain Battlecarriers: These are the best troops on the surface. Only idiots will deny this. These have auto-target lasers, and can cut through most troops. However, these cannot fly. 3 EP for one.
Air Force: Extremely weird to earthlings, these are beyond description.
Mothership: Every Alien race needs one, except the Zequeda, as soon stated. These are automatically placed in an Alien race. You cannot replace it, unless destroyed, in which you have to wait two turns before it's rebuilt. It has a superpower laser that is equivalent to an atomic missile. Once fired, it takes one turn to recharge.
Light UFOs: These are fast, but have little armor. They have 4 mini-lasers that can blow up various targets. They are inaccurate. 1 EP creates one of these. These can carry 200 aliens.
Heavy UFOs: Very slow, but have a LOT of armor. They have 1 laser, that's more accurate and powerful. Carries 250 aliens, and cost 2 EP each.
Cybers: They are a lot more powerful than human ones, but cost more. These have a lot of armor and a powercharge laser installed. 4 EP creates one.
Training: Unlike humans, aliens automatically have the human equivalent of Professional. They cannot raise their level however.
Age: They start in the Late Space Age.
Research: They already have Laser Supercruisers.
They also have techs unavailable to humans, but it also goes the other way.
Crystallizer - 10 EP (Helps convert more energy for less crystals)
Plasma Weaponry - 10 EP (Better body counts)
Plasma Cannon Defenses - 15 EP (Space defenses, requires Plasma weaponry)
These are biological aliens. In reality, no technology is known to them. They don't have education, research, ages, or training. EP is converted into Hive Breeders. One Hive Breeder equals 1 EP.
Military: Biological, even air units. Biological weapons effective.
Zequeda Lurkens: These are close combat attackers and have medium body armor. One Hive Breeder creates 200 of these.
Zequeda Swatethas: These spit out greenish acid that can burn skin and sometimes metal, if strong enough. Medium body armor. One Hive Breeder creates 100 of these.
Yetusklisks: These are mammoth-like creature that use their huge bladed tusks to rip metal to shreds. One hive breeder creates 2 of these.
Navy: None, none at all.
Air Force: These can breath through space.
Haquestex: These have corrosive acid that burns through metal and is equivalent to human Fighters. One Hive breeder creates 4 of these.
Jastazev: These are basically kamikaze creatures that can blow up, destroying almost anything within a 10 foot radius. One Hive Breeder creates 10 of these.
Infestations: This happens when a Hive breeder comes in contact with another living organism. The organism goes through a painful process, in which they shapeshift into a savage creature. They eat the flesh of their prey, and can turn them into Infested Savages as well. However, these are weaker than their living counterparts.
Template
Nation name
Ruler/Player:
Age: Digital Age
Government:
Capital:
Economy:
Trading Partners:
Exports:
Imports:
Size:
Leadership (civilian/military):
Infrastructure:
Education:
Dissent:
Missile Bases:
Wonders/Projects:
Army:
Navy:
Air Force/Missiles:
Background: It was 2020 when a revolution began. The Novaya Russian party gained some popularity, but their government policies were simply too controversial. They were banned from elections. The Novayan Party wouldn't give in. They had formed up and began a revolution, supported by the Ukraine. Long story short, they took over Russia, and their new dictator had begun to expand Russia. First Belarus, then the Ukraine, and it spiraled downward until a showdown in Washington state. There, Russia was halted, and America drove them away from North America and Latin America. However, they had little chance of ever detaching them from Europe, Africa, and Asia. No need though. Resistance groups grew strong over the years, and most countries were freed by 2080. Soon, Russia had surrendered, but new threats to the world formed from Novaya Russia's actions. The United African Patriotic Front invaded Egypt, followed by the United Arab Patriots. The United Federation of Asian Republics formed, with a dictator of Free China at its head. Revolution swept western China, Russia, the Philippines, and Cuba. Europe was devastated, the result of Russian destruction. Yet, there was hope. A new light would lead the world. But who is the light? That will be for you to decide...
Ruler/Player:
The name of the current ruler of your nation. The second part is the player, if any, in charge of the nation.
Government:
Your form of government. Nothing fancy in this. (Specify please)
Capital:
Well, this is like, the administrative center of your nation where your ruler, most likely, lives. It is surrounded by white on the map.
Economy:
First, the basics. There are economy levels, which give you your income. If you have a negative economy level…well, various bad things will happen to you. Here are the levels:
Please Quit (-3)
Bankrupt (-2)
Recession (-1)
Very Poor (0)
Poor (+1)
Not Bad (+1)
Normal (+2)
Above Normal (+3)
Good Enough (+3)
Growing (+4)
Rich (+5)
Very Rich (+5)
Richest (+6)
Economic Powerhouse (+6)
Monopoly (+7) (after Monopoly, you get Monopoly+x (+7+x), where x is the amount of economy levels beyond Monopoly)
If you would like to increase this level, you have several options. The first is to send me copious amounts of bribe money (And that means real money

Trading: Trade Routes cost EP, depending on distance. They continue to give EP to each nation in the trade route. Only two nations per trade route, and 7 trading partners per nation. Tell me who you want to trade with, and the mode of transport.
Size:
The larger your country is, the more money you will have to spend to grow any particular stat. You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.
Tiny (1) - Small (1) - Medium (2) - Above Medium (3) - Large (4) - Huge (5) - Gargantuan (6) – Mongolian Empire (7) - Interplanetary Empire (8) - Universal domination (9)
The following stats are dependent on size: Civilian leadership, Infrastructure, Education, Happiness.
Infrastructure:
Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces.
Non-existent - Paths – Pathetic - Barely Tolerable – Tolerable – Standard – Improving – Good – Efficient - Very Efficient – Excellent
Education:
This is just how your people are educated, I guess. Obvious enough.
Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses three education levels.
Once you reach “Perfect” it will cost twice your size to increase to “Academic”. From “Academic” to “Enlightenment” will cost 3 times your size. You can invest gradually in these levels if you can’t afford it in one go. If it would cost you 15 to get to Enlightenment and you only have 4 EcoPoints to spend your stat would read: “Academic (4/15)”. If you stop investing in it however, it might deteriorate.
Almost everybody can learn to read and write, but it takes quite a bit more to become a professor in quantum physics which is why this has been implemented.
None – Dumb – Illiterate – Tolerable – Literate – Educated - Well Educated – Perfect – Academic – Enlightenment
Ages:
Semi-Digital - Digital - Nano - Early Space Age - Late Space Age - FTL Space Age
Dissent: Basically the percentage of people who dislike/hate your rule. The more it is, the more rebellious your population is. This can be affected by spending EP on the people (Healthcare, education, etc.), projects (Although they CANNOT directly affect dissent), and your actions.
Wonders/Projects:
These are special monuments that you construct or projects you initiate. Wonders will be much more expensive to build, but their effects are longer lasting and more powerful. They can also cause cities to gain special status. Projects are faster to do, but will usually be less powerful. Projects are often some kind of reforms or minor constructions that will give you an immediate boost. Wonders will often give you a smaller boost, but will be effective longer. As a general rule of thumb projects won’t be available initially, but consult me and I’ll tell you if the effects you want are ok and how long it will take. Construction will cost at least 1 EP per turn. You can spend extra to speed it up.
EX: Project Uberness (1/20) This means we have 1 EP of the required 20. Sometimes, it will take turns as well as EP to make it. This happens during colonization.
EX 2: Project Colonization (1/20, 1/6) means we have 1 out of 20 required EP, and 1 out of 6 required turns.
Military
Infantry: 1 EP creates a predetermined amount of infantry. (Sometimes, I will be nice and give you a little more infantry if your orders are good, or if you created a story. Also, there will be a boost in the amount you get if you have lots of better trained infantry) See the 'chart' below. Call them divisions, battalions, etc. Just not armies. Each of these will still equal the predetermined amount of troops. The standard weapon is laser rifles.
Militia (5,000), Cannonfodder (1,000), Untrained (900), Poor (800), Acceptable (600), Trained (500), Well trained (400), Better (300), Good (200)
Tanks: 1 EP will create 200 tanks. The standard tank has lasers. (Requires advanced lasers) These all start at the same level- Militia. If I'm impressed by your orders, this can escalate to Cannonfodder, Untrained, or Poor.
Naval forces:
Carriers - 2 EP will create a carrier and each carrier can hold up to 20 planes.
These ships have limited protection, so convoy them.
Frigates - These ships are now mainly used as trading ship convoys or light support. 1 EP creates 2 frigates.
Battleships - These have been revamped and fitted with several high-powered lasers. However, these battleships are extremely expensive. 3 EP creates one battleship. (Requires advanced lasers and Digital Age.)
Transports: These ships are the only way to ship troops across the ocean. These have minimal armor, and can't attack, so send some convoys. 1 EP creates 15 transports. Each one can carry a maximum of 200 troops.
Cruisers - A little stronger than the frigate, these ships have recently been upgraded, and all nations can afford them. 1 EP create 1 cruiser. These have one weak gun turret, and one AA gun. These are used as convoys or 'frontliners' (Requires advanced lasers)
Submarines: 1 EP for 3. These can destroy pretty much every ship. Only new battleships can survive and cruisers can detect them.
Air Forces (Requires iron and oil)
Fighters - 1 EP creates 10 fighters. These can attack all other aircraft, excluding new Stealth bombers.
(Unless fighter missile launchers are researched)
Bombers - 1 EP creates 3 bombers. These are used to destroy structures or groups of infantry/tanks.
Stealth bombers - 1 EP creates one of these. Only nations in the Digital Age or above can make these. These cannot be shot down by fighters, until the fighter missile launchers tech is researched, or advanced radar is invented.
Missiles - These are extremely dangerous weapons of Mass destruction. Use with care. (Requires a missile base. Launch one each turn per missile base) Most were destroyed in the truce of WW3. Using a missile WILL result in disapproval from most nations. (Almost every NPC, maybe a few players)
Explosive Conventional Missiles - 1 EP for one.
Atomic - 3 EP for one.
Bio-Chemical - 3 EP for one. (Requires Bio-Chemical Missile tech)
Anti-Matter - Extremely dangerous. Destroys all matter within range. Only accessible from Anti-Matter tech. 5 EP for one.
Cybers - These robotic troops cannot be created until the Nano Age.
3 EP creates 2 cybers. These are extremely dangerous weapons that can decimate infantry, tanks, or even aircraft.
Spaceships - Requires Space Dock, Laser Supercruisers and Early Space Age. (Cannot attack land, air, or sea unless Yamato Cannon Battlecruisers. Never can attack missiles. Requires Ion Energy and iron)
Yamato Cannon Battlecruisers - Top of the line, these can destroy almost every other spaceship. 3 EP creates one.
Dropships - Only way to transport troops from planet to planet. Can carry 1,000 troops. Cannot attack, so convoy. 5 EP for 2 dropships.
Space Carriers - Creates and store space fighters (B) until battle. Kind of like sea Carriers. Cannot attack. 4 EP for a carrier. (Space fighters (B) automatically created when this is created)
Space Fighters (A) - This kind doesn't configure with carriers. 3 EP creates 10 of these. Type B can only be used in carriers.
Note: Training will be listed after the troop type. It is possible to have troops with different training.
Military
Training (foot/tanks/naval/air force):
This is an indication of how well trained your forces are. All troops can be trained to fight, but teaching them more than just the basic skills is difficult. It takes time and even the best trained soldier will die as easily from a bullet as a horse. Well trained troops are better fighters, more disciplined and more capable of thinking independently. Warfare can increase or decrease their training level dependent on victories/defeats as well as the number of casualties sustained.
Training and military leadership depend on army size. You need one eco point per 2 thousands to grow army training; 1 per ship for navy training; 1 per 5 aircraft; 1 per 400 tanks; 1 per 2 space fighters, 1 per cyber; and 1 per Yamato Cannon Battlecruisers.
Newly recruited troops come in at different levels, depending on your military size now, your leadership, loyalty, confidence, other military training, eco invested, etc. You can focus training on some units to have some troops better trained than others. You don’t have to train the entire army in one go. Professional Army level and Elite level are only achieved by random events or major wars. Pwnage is only for UUs when they advance after Elite.
Militia- Cannonfodder – Untrained – Poor – Acceptable – Trained – Well trained – Better – Good – Professional – Elite - Pwnage
Irregulars:
If you are invaded the local population might rise up to oppose the enemy. How many does this depends on several factors, but mainly on the loyalty of your nation.
Conscription:
There's a difference between Irregulars and conscripted men. Firstly, conscripted men start out as Militia level, always. Irregulars could possibly be old veterans. Second, Irregulars aren't forced to fight, it was their own free will. Conscripted men were drafted. Conscription costs 1 EP. I'll decide how many troops you get.

Note: Conscription might create dissent.
International Forces: Forces from other countries helping the protected nation. These are separate from the International countries' military in stats. (If USA has 100,000 troops altogether, and 100 troops in X country, the 100 troops aren't included in the 100,000. Therefore, the total of American troops is really 100,100.) You can always add or move out troops. To move in troops, you must ask the nation if you can do so.
UU:
You can have one UU per category, (Army, Navy, Air Force, Space force) per age. You can change it at any time you wish as it might become obsolete. The cost of recruiting them will be determined by me. They will always be considered one training level higher than the other troops in that category. This is the only way to get Pwnage units.
When you want a UU you just tell me what you want along with a description of it. Also, the UU WILL replace the unit of err... replacement.
Space Docks: If you're in the Early Space Age, you will be able to create Space Docks. These docks are required to create/repair spaceships. Only one 'order' per space dock. (Ex: Buying 10 space fighters is an order, so is creating one Yamato Cannon Battlecruiser) One space dock costs 2 EP, but it might cost more if you're underdeveloped.
Missile Bases: You need one to make and launch missiles. You may only create one missile per turn at any one base. It costs 1 EP, but maybe more if you're underdeveloped. NOTE: Missiles cannot be made and launched at the same turn. Also, missiles built in Turn A cannot be launched in Turn A. They must wait until Turn B to launch, unless you're building another missile.
Techs: You may pay for them all at once, or each turn invest some EP. You may combine research efforts with other nations, but then they will have them too.
Advanced lasers - 20 EP (Requires Semi-Digital Age)
Nerve gas - 20 EP (Troops throw this gas that helps shut down, or even kill life forms, but in a widespread area)
Fighter Missile Launchers - 20 EP (Missile launchers attached to fighters)
Bio-Chemical Missiles - 25 EP (Requires Nerve gas and Digital Age, like Biological weapons today, only worse)
Advanced Radar - 25 EP (Can detect stealth bombers)
Anti-missile batteries - 30 EP (Requires Advanced lasers, Fighter Missile Launchers, and Advanced Radar)
Space Laser - 20 EP (Requires Early Space Age, advanced lasers, and Fighter Missile Launchers. Weapons for Spaceships.)
Laser Spacecruisers - 35 EP (Requires Space Laser)
Ion cannons - 40 EP (Requires Late Space Age and Laser Spacecruisers. Used to destroy places from outer space)
Anti-Matter - 50 EP (Requires all other techs and FTL Space Age)
IMPORTANT NOTE: WW3 left some equipment behind, so nations can have advanced stuff, without the techs. However, you need techs to BUILD the units.
--------------------------------------------------------------------------------------------------
Aliens
These are a very recent race, and one that are extremely unknown. (At least to earthlings)
All of the above is copied except......
Military: In truth, aliens have a very different military than we do.
Infantry: 1 EP creates 500 Alien laser infantry.
Tanks: These are really more like all-terrain laser jeeps. 1 EP creates 50 tanks.
All-terrain Battlecarriers: These are the best troops on the surface. Only idiots will deny this. These have auto-target lasers, and can cut through most troops. However, these cannot fly. 3 EP for one.
Air Force: Extremely weird to earthlings, these are beyond description.
Mothership: Every Alien race needs one, except the Zequeda, as soon stated. These are automatically placed in an Alien race. You cannot replace it, unless destroyed, in which you have to wait two turns before it's rebuilt. It has a superpower laser that is equivalent to an atomic missile. Once fired, it takes one turn to recharge.
Light UFOs: These are fast, but have little armor. They have 4 mini-lasers that can blow up various targets. They are inaccurate. 1 EP creates one of these. These can carry 200 aliens.
Heavy UFOs: Very slow, but have a LOT of armor. They have 1 laser, that's more accurate and powerful. Carries 250 aliens, and cost 2 EP each.
Cybers: They are a lot more powerful than human ones, but cost more. These have a lot of armor and a powercharge laser installed. 4 EP creates one.
Training: Unlike humans, aliens automatically have the human equivalent of Professional. They cannot raise their level however.
Age: They start in the Late Space Age.
Research: They already have Laser Supercruisers.

Crystallizer - 10 EP (Helps convert more energy for less crystals)
Plasma Weaponry - 10 EP (Better body counts)
Plasma Cannon Defenses - 15 EP (Space defenses, requires Plasma weaponry)
Zequeda
These are biological aliens. In reality, no technology is known to them. They don't have education, research, ages, or training. EP is converted into Hive Breeders. One Hive Breeder equals 1 EP.
Military: Biological, even air units. Biological weapons effective.
Zequeda Lurkens: These are close combat attackers and have medium body armor. One Hive Breeder creates 200 of these.
Zequeda Swatethas: These spit out greenish acid that can burn skin and sometimes metal, if strong enough. Medium body armor. One Hive Breeder creates 100 of these.
Yetusklisks: These are mammoth-like creature that use their huge bladed tusks to rip metal to shreds. One hive breeder creates 2 of these.
Navy: None, none at all.
Air Force: These can breath through space.
Haquestex: These have corrosive acid that burns through metal and is equivalent to human Fighters. One Hive breeder creates 4 of these.
Jastazev: These are basically kamikaze creatures that can blow up, destroying almost anything within a 10 foot radius. One Hive Breeder creates 10 of these.
Infestations: This happens when a Hive breeder comes in contact with another living organism. The organism goes through a painful process, in which they shapeshift into a savage creature. They eat the flesh of their prey, and can turn them into Infested Savages as well. However, these are weaker than their living counterparts.