carmen510
Deity
Setting: The year is 1936. The world is a very different place than it was supposed to be. A long World War had finally been won by 1919, but by Germany and her allies. The Middle East had been secured, but at a heavy price. The Far East had been expanded, and was now partitioned by both Germany and Japan, now poised to expand their influences even further. After their defeats, France and Britain were hit by worker revolutions, and the first syndicalist (Communist) movements had won. Russia's democratic government had gained power during the Revolution, and Syndicalism was not to be. Canada was now the throne of the deposed British monarch, who was barely holding onto remnants of the former empire. India is divided. America is threatened by revolution, with broad dissent, due to economic breakdown for supporting the Entente. The biggest loser was Austria-Hungary, completely destabilized despite their victory in the Great War. They are now dependent on Germany for life support. Who can restore order to the world? Will you lead your nation to greatness, or perhaps, to ruin?
Background & Other Kaiserreich Information: http://forums.civfanatics.com/showthread.php?t=300796
Rules:
Sample Stats
Example Nation
Government/Example Ruler: Player
Capital
Dissent:
Base IC:
Treasury:
Military Spending:
Required Military Upkeep:
Public Spending:
Private Enterprise/Government Investment (Depends on Government):
Global Opinion:
Army:
Army Quality:
Navy:
Navy Quality:
Air Force:
Air Force Quality:
Military Doctrine:
Other Notes:
Government:
Government is obviously the system of rule that your country lives under. Be warned that changing a government suddenly, especially if your policies are not aligned with your countries' interests, will result in dissent, and possibly a loyalist revolution. For example, a democracy that is extremely conservative will revolt if you suddenly turn your state into a communist dictatorship. Changing economic policy may help soften the hit, but not by much.
Leader/Ruling Party:
This is obviously the figurehead of your nation. However, it will be the position with the most power, not prestige. For example, the most prestigious ruler in the UK today would be the Royal Family, but the actual leader is the Prime Minister. The ruling party will be the government party in charge, or the name of a royal family line. If it is a dictatorship, there will probably be no name. Note that you cannot change your leader, unless you have elections or the leader dies of a third party's hand (By natural death, assassination, or unfortunate accidents). Elections will be determined by you, the player, unless you are too lazy in which I solve the election for you. Please note that I seriously do not want to do this. If it is a major nation, then I will force you to at least tell me who wins, or you will suffer a severe dissent penalty. Be warned.
Dissent:
Dissent shows the percentage of the population which hate or dislike you. Anything higher than 60% is bound to lead to domestic violence, or a lost election. Anything higher than 80% will most likely result in impeachment or civil war or equivalent. So try to keep it under control.
Dissent Rises for the following reasons, in order of importance:
1. Radical, unpopular policies (Wars, foreign aid to unfriendly nations, some aid programs, changing economic systems, etc.)
2. Rapidly switching government, especially multiple times. (Like from Conservative Democracy to Communist Dictatorship)
3. Losing a war, especially a major one. Also includes major defeats or bloody stalemates.
4. Random unfortunate events and other such problems.
5. Changing a popular party to one unpopular.
6. Annexation of other countries, due to more population hating you.
Dissent falls for the following reasons, in order of importance:
1. Very popular policies (Social aid to elderly, investment, subsidies, foreign aid to allies, etc.)
2. Changing government to a more preferred form, but slowly. (From a Conservative Democracy to a Liberal Democracy)
3. Winning a war, especially a major one. Also includes major victories.
4. Random fortunate events.
5. Sticking with a popular party or electing a new popular one.
6. Creating puppet nations lessens dissent in foreign areas, but hurts you domestically. Same with autonomous regions.
Puppet Nations:
These are nations whose government is mostly under the control of master nation. Their control influences spending and technological research, as well as buying military units, controlling their armies, and moving master national forces into the puppet nation. However, puppet national governments cannot be changed, nor can their leaders. The result would be a massive upbringing in the country, as well as a possibility of losing puppet control. If this happens, all former ties are cut off and the former puppet is now its own separate nation. Note that puppet nations may revolt at any time, especially if it is an installed regime for conquered territories. This is why you may garrison forces to keep order in puppet nations. Also note that you may release puppets from national control. The nation would now be independent and could do course with whichever way it wishes to, allying with you or declaring war on you. If you release a puppet, you may gain some sympathy from other nations, and your global opinion could rise. Note that if you station military troops in a puppet nation, you must still pay upkeep, they are NOT paid for or included in a puppet nation's military upkeep.
Economy:
Base IC:
The base IC is NOT the IC you may spend per turn, but it is the amount your country produces, consistent foreign aid, public service projects, private markets, etc. Think it of as GDP. IC CANNOT be banked or saved, and it must be spent on the turn you get it, or it will be lost. Please note that NPCs will only either be researching technologies slowly or investing in public services, unless there is an imminent threat such that they feel a need to build up their military. Again, base IC IS NOT the IC you may spend per turn. The numbers in the parenthesis next to Base IC is IC growth, which will be explained below.
IC Growth:
Every 6 turns, it is possible your IC will grow, depending on your investments in Private Enterprise/Government Investment. The total investment you will need will be determined by this equation:
Base IC + 10 IC
The number determined by this equation will be put next to Base IC in parenthesis.
Treasury:
You may bank up to one fourth of your total IC per turn, rounding down if your IC is not divisible by four. Even if you have less than 4 IC, you are allowed to bank 1 IC. These savings may be used to fund research, train new military units, help fund projects, and temporarily boost public spending.
Shifting and Spending IC:
Shifting IC:
Your base IC is the total IC you receive, and that IC is divided into different parts of the economy. You can simply shift IC to other areas in your orders, but be forewarned that rapid changes will increase dissent, or possibly instability in the economy. War is a good excuse for changing economic policies.
Spending IC:
Military IC is used ONLY for military purposes and technologies. Public Spending is used for major projects/welfare, etc. ONLY. Private Enterprise is used either for boosting the economy or spending on civilian technology ONLY. These IC cannot be used for any other purpose.
Military Spending:
Military Spending IC is the only IC which can be used to develop new military technology or military production. This IC has to be spent immediately or it will be lost, unlike the others, which can be used for a general category. Military technologies will be listed in the technology section. Please note that military units too expensive for you may be partially built, so you might have units such as half a motorized division. However, these partially built units cannot be used, and may be sabotaged.
Ground Forces:
Militia Division: 1 IC for 2. These divisions are usually conscripts, with moderate training. These have lower morale than other troops, especially if put on the offensive. If they are defending, they will not be as effective as regular infantry, but will still probably be a match for an infantry only assault.
Infantry Division: 1 IC for 1. These divisions are your normal bread and butter forces. Please note that if you do not specify which forces you are buying, they will be regular infantry divisions.
Mountain/Marine Divisions: 2 IC for 1. These divisions are specialized in either high terrain or seaborne invasions. As such, they are much more effective if used to their proper role. If they are simply used for normal infantry roles, they perform about the same as regular infantry.
Cavalry Division: 1 IC for 1. These divisions are pretty obsolete in most areas of the world, but are still very useful as mobile reserves and raids. They are also useful in desert areas with camels. You may convert these to motorized divisions for 1 IC.
Motorized Divisions: 2 IC for 1. In between infantry, cavalry, and tanks, these are basically fast moving infantry with the advantage of lightly armored vehicles. They are especially suited for fast assaults in industrialized areas. Requires Motorized Infantry Research.
Light Tank Divisions: 2 IC for 1. These are the early components of armored warfare, and are able to penetrate fortifications with relative ease as opposed to infantry. These also provide heavy firepower against infantry if needed. Requires Light Tank Research.
Medium Tank Divisions: 3 IC for 1. These are used mainly to combat other tanks and later on will replace light tanks as the main component of armored warfare. Requires Medium Tank Research to build.
Artillery Brigades: 1 IC for 1. These brigades are essential for attacks on fortifications and for defensive roles. They are useful in almost every instance, as long range and heavy firepower support. Note that these cannot function properly without support from other divisions, or else it is simply a large barrage of damage and no one to capture territory. Requires Artillery Research.
Paratrooper Battalions: 2 IC for 1. These infantry are suited to being dropped from planes and are experts at flanking and at being encircled. They are better trained than the average trooper, but their units have to be small enough to be dropped, or else it will take an inconceivable amount of planes. Requires Paratrooper Research.
Air Cavalry Division: 2 IC for 1. These division are basically infantry, but with helicopter support. They are incredibly mobile and have good fire support, but are less trained than their paratrooper counterparts and can also be destroyed even easier than transport planes. Requires Helicopter Research and Motorized Infantry Research.
Naval Forces
Heavy Battleships: 4 IC for 1. These are huge battleships, the queens of the sea. These ships are slow, but they can easily destroy most ships with ease, and most naval guns will not pierce their armor.
Carriers: 4 IC for 1. These are ships which carry aircraft. They are a new concept in naval warfare, but one that may easily change naval strategy. Requires Carrier Research.
Battleships: 2 IC for 1. These are ships that can still pack a heavy punch, and can easily destroy weaker ships.
Escort Groups: 1 IC for 1. Basically all the smaller ships required for battleship protection, such as cruisers, destroyers, oil tankers, supply ships, etc.
Light Vessel Groups: 1 IC for 2. Containing mainly corvettes and destroyers, these are used for naval patrols or for protecting supply convoys.
Transport Groups: 1 IC for 1. These are ships that troops may use to cross water. They are not armed, and are easily attacked. It is advisable to give at least some protection with combat ships. One group may carry 5 divisions of any kind. (Or artillery brigades. Paratroopers are not allowed on transports for simplicity's sake)
Submarine Wolfpack: 1 IC for 1. These underwater submersibles can easily wreck both combat ships and merchant ships alike. These can easily be destroyed by Light Vessel Groups and to a lesser extent, escort groups. Requires Submarine Research.
Air Force
Fighter Squadrons: 1 IC for 1. These are faster aircraft with machine guns to shoot down other planes. Requires Fighter Research.
Bomber Squadrons: 1 IC for 1. These are aircraft used for bombing troops and cities alike. However, they have limited anti-air armaments, so they will require escorts, unless the enemy has no air force. Requires Bomber Research.
Jet Fighter/Bomber Squadrons: 2 IC for 1. For either fighters or bombers, there are jet planes which are much faster and more efficient than their normal counterparts. Either jet fighter or jet bomber requires their previous counterpart and Jet Engine Development.
Transport Plane Squadrons: 1 IC for 2. These serve only two purposes. To supply troops from the air and to drop paratroopers. One paratrooper battalion can be carried by one squadron. Requires Airplane Research.
Special Weapons
Strategic Rocket Group: 1 IC for 1. These weapons are mainly weapons of terror and for bombardment of industrial targets. Bombard a nation with enough of these can result in a rise of dissent and reduction of IC. However, there is limited range to these weapons, think of V1s/V2s. Requires Strategic Rocket Development.
ICBM Group: 2 IC for 1. Basically a long range Strategic Rocket, these can hit object halfway across the world with relative accuracy. Later, they may be able to carry nuclear warheads. Requires ICBM Research.
Nuclear Bomb: 4 IC for 1. An incredibly powerful weapon, it has the power to obliterate cities and armies. However, it is very expensive, and you may not build more than one every two years. Requires Nuclear Fission Bomb.
Public Spending:
Public Spending is the amount of the economy used to take care of citizens and public services. Most nations should have at least 1 IC in public spending, which would represent basic infrastructure support, a police force, pensions, etc. More public spending generally helps lower dissent, except in special circumstances. For example, conservatives generally are less welcome of public spending than liberals. You may justify increases or decreases in this sector in your orders, or I'll try to in the update. (If there is no justification that I can provide and/or yours is not adequate, you'll take a higher dissent hit) YOU MAY ONLY USE 1/2 OF THIS IC FOR RESEARCH. (Those with only 1 IC invested here may use all of it for research)
Private Enterprise/Government Investment:
Investment in this sector has short-term consequences with long-term rewards. Private Enterprise is essential to developing the economy as well as developing civilian technologies. Its major downsides are private companies with a stake in the government, as well as seeing financial crises destroy investments. In government with more control over the economy, such as Syndicalism, this is called Government Investment. Countries with Central Planning will have less technological opportunities at the gain of economic growth. Please note that this includes business so YOU MAY ONLY USE HALF THIS IC FOR RESEARCH. (Those with only 1 IC invested here may use all of it for research)
Global Opinion:
How well liked or hated you are in the world. This will follow a system of respect and likableness. You could be likable, but no one respects you because you are totally weak, such as Ireland. Or you could be the least likable nation in the world, but command great respect, much like the Soviet Union in real life among the Western Hemisphere. Global Opinion is dependent on events that surround your nation. If you are in an alliance, your global opinion will revolve around neutrals about you. Global Opinion is important if you want other nations to come to your aid, be intimidated by you, declare war on you, trade with each other, etc.
Likableness and Respect will be in two separate scores of 1-10, for ease of combination. Look at the diagram below to see your rating.
Extremely Hated (2-4), Hated (5-6), Disliked (7-8), Okay (9-10), Neutral (11-12), Liked (13-14), Admired (15-16), Beloved (17-18), Adored (19-20)
It will be as follows: Name (Likableness/Respect), so Okay could be (4/5) or (3/6), etc.
Military and Its Usage
Warfare:
When you declare war, please give me an overall strategy you wish to follow. It could be attack Paris via Belgium or crush forts with artillery barrages and air strikes. Leave the small specific areas to the generals. Saying, encircle London is enough to work with. Don't say attack from the south, and then advance through the London Bridge, etc. Leave individual strategy to generals. When you have a victorious major war or another such event, both generals and troops gain experience, which translates to Military Quality.
Military Quality:
This is basically how well equipped and experienced your armed forces are, and are split into the Army, Navy, and Air Force. Special Weapons are special, and thus do not fit conventional meanings of 'training'. Some nations start as poor quality, such as Tibet, while others start with good quality, such as Switzerland. Please note that you may increase quality by training over long periods of time, reforming the military over a moderate amount of time (Specify how please), researching new military technology, fighting wars, etc. Decreasing quality may occur if you begin conscription, let your troops decline with obsolete equipment, raise too many soldiers in a short time, and losing a major war. It will go on a scale from 1-10.
Military Upkeep:
As you may know, armies cannot function without weapons or supplies. This upkeep is part of that. For every 1 IC you have in military spending, you may support 10 units. You are also able to support 5 free divisions without spending, for self-defense. So if you have 1 IC in military spending, you may actually support 15 units. For simplicity, 1 IC supports 10 units, regardless if its army, navy, or air force. Nukes and special weapons just have a 1 IC all around upkeep cost, no matter how many you have. If you go above your limits, you will experience logistics and morale problems. After all, troops don't usually perform well if they have no ammunition or food. You will lose more battles and experience increased dissent, among other bad things. If you already have high dissent, army units may even go 'rogue' and desert/rebel against you. I will tell you if you go over your limit, as well as when you need to increase to support more troops.
Military Doctrines:
Removed due to lack of sensible usage
Research:
There are multiple types of research. There is a military branch containing Army, Navy, and Air Force technologies. There is a Public Service branch, for such items as better health care or improved airports, as well as a Corporate branch which can specialize in industrial methods or other such commercial enterprises. Finally, there's the Secret Inventions Branch, which may use different ICs depending on what technology it is.
Note that you MAY NOT share complete technologies. However, you may forgo research for one turn to give 5 IC in one technology you research to ONE other nation if you really want to be generous. (So you may forgo research for one turn to give only one nation 5 IC in a researched technology)
Research funds/organizations/alliances are allowed, BUT it will have to be approved by me for realistic value. For example, the Commune of France and Germany would not form a research fund, and neither would Norway and Yunnan. However, an alliance like the Entente or Mitteleuropa would.
Orders:
All I simply request is that they be detailed enough so I have a basic idea of what you will do this turn. It makes my job as a mod easier if you split it into foreign affairs, domestic affairs, and military affairs or equivalent.
Stories:
Encouraged. It makes the entire NES enjoyable for everyone else. They are great ways of hinting towards orders, and can be your orders if you specify it to me. They are also subject to a small bonus added on the side. It could be less dissent (Or at least, less received dissent), better military progress, better world opinion, etc.
Background & Other Kaiserreich Information: http://forums.civfanatics.com/showthread.php?t=300796
Rules:
Sample Stats
Example Nation
Government/Example Ruler: Player
Capital
Dissent:
Base IC:
Treasury:
Military Spending:
Required Military Upkeep:
Public Spending:
Private Enterprise/Government Investment (Depends on Government):
Global Opinion:
Army:
Army Quality:
Navy:
Navy Quality:
Air Force:
Air Force Quality:
Military Doctrine:
Other Notes:
Government:
Government is obviously the system of rule that your country lives under. Be warned that changing a government suddenly, especially if your policies are not aligned with your countries' interests, will result in dissent, and possibly a loyalist revolution. For example, a democracy that is extremely conservative will revolt if you suddenly turn your state into a communist dictatorship. Changing economic policy may help soften the hit, but not by much.
Leader/Ruling Party:
This is obviously the figurehead of your nation. However, it will be the position with the most power, not prestige. For example, the most prestigious ruler in the UK today would be the Royal Family, but the actual leader is the Prime Minister. The ruling party will be the government party in charge, or the name of a royal family line. If it is a dictatorship, there will probably be no name. Note that you cannot change your leader, unless you have elections or the leader dies of a third party's hand (By natural death, assassination, or unfortunate accidents). Elections will be determined by you, the player, unless you are too lazy in which I solve the election for you. Please note that I seriously do not want to do this. If it is a major nation, then I will force you to at least tell me who wins, or you will suffer a severe dissent penalty. Be warned.
Dissent:
Dissent shows the percentage of the population which hate or dislike you. Anything higher than 60% is bound to lead to domestic violence, or a lost election. Anything higher than 80% will most likely result in impeachment or civil war or equivalent. So try to keep it under control.
Dissent Rises for the following reasons, in order of importance:
1. Radical, unpopular policies (Wars, foreign aid to unfriendly nations, some aid programs, changing economic systems, etc.)
2. Rapidly switching government, especially multiple times. (Like from Conservative Democracy to Communist Dictatorship)
3. Losing a war, especially a major one. Also includes major defeats or bloody stalemates.
4. Random unfortunate events and other such problems.
5. Changing a popular party to one unpopular.
6. Annexation of other countries, due to more population hating you.
Dissent falls for the following reasons, in order of importance:
1. Very popular policies (Social aid to elderly, investment, subsidies, foreign aid to allies, etc.)
2. Changing government to a more preferred form, but slowly. (From a Conservative Democracy to a Liberal Democracy)
3. Winning a war, especially a major one. Also includes major victories.
4. Random fortunate events.
5. Sticking with a popular party or electing a new popular one.
6. Creating puppet nations lessens dissent in foreign areas, but hurts you domestically. Same with autonomous regions.
Puppet Nations:
These are nations whose government is mostly under the control of master nation. Their control influences spending and technological research, as well as buying military units, controlling their armies, and moving master national forces into the puppet nation. However, puppet national governments cannot be changed, nor can their leaders. The result would be a massive upbringing in the country, as well as a possibility of losing puppet control. If this happens, all former ties are cut off and the former puppet is now its own separate nation. Note that puppet nations may revolt at any time, especially if it is an installed regime for conquered territories. This is why you may garrison forces to keep order in puppet nations. Also note that you may release puppets from national control. The nation would now be independent and could do course with whichever way it wishes to, allying with you or declaring war on you. If you release a puppet, you may gain some sympathy from other nations, and your global opinion could rise. Note that if you station military troops in a puppet nation, you must still pay upkeep, they are NOT paid for or included in a puppet nation's military upkeep.
Economy:
Base IC:
The base IC is NOT the IC you may spend per turn, but it is the amount your country produces, consistent foreign aid, public service projects, private markets, etc. Think it of as GDP. IC CANNOT be banked or saved, and it must be spent on the turn you get it, or it will be lost. Please note that NPCs will only either be researching technologies slowly or investing in public services, unless there is an imminent threat such that they feel a need to build up their military. Again, base IC IS NOT the IC you may spend per turn. The numbers in the parenthesis next to Base IC is IC growth, which will be explained below.
IC Growth:
Every 6 turns, it is possible your IC will grow, depending on your investments in Private Enterprise/Government Investment. The total investment you will need will be determined by this equation:
Base IC + 10 IC
The number determined by this equation will be put next to Base IC in parenthesis.
Treasury:
You may bank up to one fourth of your total IC per turn, rounding down if your IC is not divisible by four. Even if you have less than 4 IC, you are allowed to bank 1 IC. These savings may be used to fund research, train new military units, help fund projects, and temporarily boost public spending.
Shifting and Spending IC:
Shifting IC:
Your base IC is the total IC you receive, and that IC is divided into different parts of the economy. You can simply shift IC to other areas in your orders, but be forewarned that rapid changes will increase dissent, or possibly instability in the economy. War is a good excuse for changing economic policies.
Spending IC:
Military IC is used ONLY for military purposes and technologies. Public Spending is used for major projects/welfare, etc. ONLY. Private Enterprise is used either for boosting the economy or spending on civilian technology ONLY. These IC cannot be used for any other purpose.
Military Spending:
Military Spending IC is the only IC which can be used to develop new military technology or military production. This IC has to be spent immediately or it will be lost, unlike the others, which can be used for a general category. Military technologies will be listed in the technology section. Please note that military units too expensive for you may be partially built, so you might have units such as half a motorized division. However, these partially built units cannot be used, and may be sabotaged.
Ground Forces:
Militia Division: 1 IC for 2. These divisions are usually conscripts, with moderate training. These have lower morale than other troops, especially if put on the offensive. If they are defending, they will not be as effective as regular infantry, but will still probably be a match for an infantry only assault.
Infantry Division: 1 IC for 1. These divisions are your normal bread and butter forces. Please note that if you do not specify which forces you are buying, they will be regular infantry divisions.
Mountain/Marine Divisions: 2 IC for 1. These divisions are specialized in either high terrain or seaborne invasions. As such, they are much more effective if used to their proper role. If they are simply used for normal infantry roles, they perform about the same as regular infantry.
Cavalry Division: 1 IC for 1. These divisions are pretty obsolete in most areas of the world, but are still very useful as mobile reserves and raids. They are also useful in desert areas with camels. You may convert these to motorized divisions for 1 IC.
Motorized Divisions: 2 IC for 1. In between infantry, cavalry, and tanks, these are basically fast moving infantry with the advantage of lightly armored vehicles. They are especially suited for fast assaults in industrialized areas. Requires Motorized Infantry Research.
Light Tank Divisions: 2 IC for 1. These are the early components of armored warfare, and are able to penetrate fortifications with relative ease as opposed to infantry. These also provide heavy firepower against infantry if needed. Requires Light Tank Research.
Medium Tank Divisions: 3 IC for 1. These are used mainly to combat other tanks and later on will replace light tanks as the main component of armored warfare. Requires Medium Tank Research to build.
Artillery Brigades: 1 IC for 1. These brigades are essential for attacks on fortifications and for defensive roles. They are useful in almost every instance, as long range and heavy firepower support. Note that these cannot function properly without support from other divisions, or else it is simply a large barrage of damage and no one to capture territory. Requires Artillery Research.
Paratrooper Battalions: 2 IC for 1. These infantry are suited to being dropped from planes and are experts at flanking and at being encircled. They are better trained than the average trooper, but their units have to be small enough to be dropped, or else it will take an inconceivable amount of planes. Requires Paratrooper Research.
Air Cavalry Division: 2 IC for 1. These division are basically infantry, but with helicopter support. They are incredibly mobile and have good fire support, but are less trained than their paratrooper counterparts and can also be destroyed even easier than transport planes. Requires Helicopter Research and Motorized Infantry Research.
Naval Forces
Heavy Battleships: 4 IC for 1. These are huge battleships, the queens of the sea. These ships are slow, but they can easily destroy most ships with ease, and most naval guns will not pierce their armor.
Carriers: 4 IC for 1. These are ships which carry aircraft. They are a new concept in naval warfare, but one that may easily change naval strategy. Requires Carrier Research.
Battleships: 2 IC for 1. These are ships that can still pack a heavy punch, and can easily destroy weaker ships.
Escort Groups: 1 IC for 1. Basically all the smaller ships required for battleship protection, such as cruisers, destroyers, oil tankers, supply ships, etc.
Light Vessel Groups: 1 IC for 2. Containing mainly corvettes and destroyers, these are used for naval patrols or for protecting supply convoys.
Transport Groups: 1 IC for 1. These are ships that troops may use to cross water. They are not armed, and are easily attacked. It is advisable to give at least some protection with combat ships. One group may carry 5 divisions of any kind. (Or artillery brigades. Paratroopers are not allowed on transports for simplicity's sake)
Submarine Wolfpack: 1 IC for 1. These underwater submersibles can easily wreck both combat ships and merchant ships alike. These can easily be destroyed by Light Vessel Groups and to a lesser extent, escort groups. Requires Submarine Research.
Air Force
Fighter Squadrons: 1 IC for 1. These are faster aircraft with machine guns to shoot down other planes. Requires Fighter Research.
Bomber Squadrons: 1 IC for 1. These are aircraft used for bombing troops and cities alike. However, they have limited anti-air armaments, so they will require escorts, unless the enemy has no air force. Requires Bomber Research.
Jet Fighter/Bomber Squadrons: 2 IC for 1. For either fighters or bombers, there are jet planes which are much faster and more efficient than their normal counterparts. Either jet fighter or jet bomber requires their previous counterpart and Jet Engine Development.
Transport Plane Squadrons: 1 IC for 2. These serve only two purposes. To supply troops from the air and to drop paratroopers. One paratrooper battalion can be carried by one squadron. Requires Airplane Research.
Special Weapons
Strategic Rocket Group: 1 IC for 1. These weapons are mainly weapons of terror and for bombardment of industrial targets. Bombard a nation with enough of these can result in a rise of dissent and reduction of IC. However, there is limited range to these weapons, think of V1s/V2s. Requires Strategic Rocket Development.
ICBM Group: 2 IC for 1. Basically a long range Strategic Rocket, these can hit object halfway across the world with relative accuracy. Later, they may be able to carry nuclear warheads. Requires ICBM Research.
Nuclear Bomb: 4 IC for 1. An incredibly powerful weapon, it has the power to obliterate cities and armies. However, it is very expensive, and you may not build more than one every two years. Requires Nuclear Fission Bomb.
Public Spending:
Public Spending is the amount of the economy used to take care of citizens and public services. Most nations should have at least 1 IC in public spending, which would represent basic infrastructure support, a police force, pensions, etc. More public spending generally helps lower dissent, except in special circumstances. For example, conservatives generally are less welcome of public spending than liberals. You may justify increases or decreases in this sector in your orders, or I'll try to in the update. (If there is no justification that I can provide and/or yours is not adequate, you'll take a higher dissent hit) YOU MAY ONLY USE 1/2 OF THIS IC FOR RESEARCH. (Those with only 1 IC invested here may use all of it for research)
Private Enterprise/Government Investment:
Investment in this sector has short-term consequences with long-term rewards. Private Enterprise is essential to developing the economy as well as developing civilian technologies. Its major downsides are private companies with a stake in the government, as well as seeing financial crises destroy investments. In government with more control over the economy, such as Syndicalism, this is called Government Investment. Countries with Central Planning will have less technological opportunities at the gain of economic growth. Please note that this includes business so YOU MAY ONLY USE HALF THIS IC FOR RESEARCH. (Those with only 1 IC invested here may use all of it for research)
Global Opinion:
How well liked or hated you are in the world. This will follow a system of respect and likableness. You could be likable, but no one respects you because you are totally weak, such as Ireland. Or you could be the least likable nation in the world, but command great respect, much like the Soviet Union in real life among the Western Hemisphere. Global Opinion is dependent on events that surround your nation. If you are in an alliance, your global opinion will revolve around neutrals about you. Global Opinion is important if you want other nations to come to your aid, be intimidated by you, declare war on you, trade with each other, etc.
Likableness and Respect will be in two separate scores of 1-10, for ease of combination. Look at the diagram below to see your rating.
Extremely Hated (2-4), Hated (5-6), Disliked (7-8), Okay (9-10), Neutral (11-12), Liked (13-14), Admired (15-16), Beloved (17-18), Adored (19-20)
It will be as follows: Name (Likableness/Respect), so Okay could be (4/5) or (3/6), etc.
Military and Its Usage
Warfare:
When you declare war, please give me an overall strategy you wish to follow. It could be attack Paris via Belgium or crush forts with artillery barrages and air strikes. Leave the small specific areas to the generals. Saying, encircle London is enough to work with. Don't say attack from the south, and then advance through the London Bridge, etc. Leave individual strategy to generals. When you have a victorious major war or another such event, both generals and troops gain experience, which translates to Military Quality.
Military Quality:
This is basically how well equipped and experienced your armed forces are, and are split into the Army, Navy, and Air Force. Special Weapons are special, and thus do not fit conventional meanings of 'training'. Some nations start as poor quality, such as Tibet, while others start with good quality, such as Switzerland. Please note that you may increase quality by training over long periods of time, reforming the military over a moderate amount of time (Specify how please), researching new military technology, fighting wars, etc. Decreasing quality may occur if you begin conscription, let your troops decline with obsolete equipment, raise too many soldiers in a short time, and losing a major war. It will go on a scale from 1-10.
Military Upkeep:
As you may know, armies cannot function without weapons or supplies. This upkeep is part of that. For every 1 IC you have in military spending, you may support 10 units. You are also able to support 5 free divisions without spending, for self-defense. So if you have 1 IC in military spending, you may actually support 15 units. For simplicity, 1 IC supports 10 units, regardless if its army, navy, or air force. Nukes and special weapons just have a 1 IC all around upkeep cost, no matter how many you have. If you go above your limits, you will experience logistics and morale problems. After all, troops don't usually perform well if they have no ammunition or food. You will lose more battles and experience increased dissent, among other bad things. If you already have high dissent, army units may even go 'rogue' and desert/rebel against you. I will tell you if you go over your limit, as well as when you need to increase to support more troops.
Military Doctrines:
Removed due to lack of sensible usage
Research:
There are multiple types of research. There is a military branch containing Army, Navy, and Air Force technologies. There is a Public Service branch, for such items as better health care or improved airports, as well as a Corporate branch which can specialize in industrial methods or other such commercial enterprises. Finally, there's the Secret Inventions Branch, which may use different ICs depending on what technology it is.
Note that you MAY NOT share complete technologies. However, you may forgo research for one turn to give 5 IC in one technology you research to ONE other nation if you really want to be generous. (So you may forgo research for one turn to give only one nation 5 IC in a researched technology)
Research funds/organizations/alliances are allowed, BUT it will have to be approved by me for realistic value. For example, the Commune of France and Germany would not form a research fund, and neither would Norway and Yunnan. However, an alliance like the Entente or Mitteleuropa would.
Orders:
All I simply request is that they be detailed enough so I have a basic idea of what you will do this turn. It makes my job as a mod easier if you split it into foreign affairs, domestic affairs, and military affairs or equivalent.
Stories:
Encouraged. It makes the entire NES enjoyable for everyone else. They are great ways of hinting towards orders, and can be your orders if you specify it to me. They are also subject to a small bonus added on the side. It could be less dissent (Or at least, less received dissent), better military progress, better world opinion, etc.