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DarthNES II - Superpowers Redux

Discussion in 'Never Ending Stories' started by DarthNader, Mar 16, 2013.

  1. DarthNader

    DarthNader Destroyer of Worlds

    Joined:
    Feb 7, 2008
    Messages:
    2,677
    Location:
    Guido Island
    Deadline for Update 3 orders is Saturday, April 27th at 6:00pm EST

    The year is 2035. The rapid economic growth of nations, and the subsequent economic struggles of others, has brought about new major players on the world stage. Now these rivals now vie for ever growing power and control of the planet. Blah blah blah…get playing!

    Welcome everyone to Superpowers! Some of you may think this game looks familiar. Well, I modded this game a while back after lovingly stealing it from Jason The King, who lovingly based it off of stalin006’s Neo NES V. If you remember the previous game (and I know a few of you most certainly do), great! This game is going to be a smidge different. First off, I gave the Government stat and the PC nation of Vietnam the big, ugly axe. Second, I am trying to make the game a bit more boardgamey, which many people overlooked before. Hopefully, this will make the game better.

    Now, some of you may be asking why the last Superpowers ground to a halt. Well, honestly, it was a combination of two things. One, the orders I received became less and less detailed and less fun to read. This meant that there was increasingly less interesting stuff to write in the updates. Two, I became apathetic due to many things going on at the time. It didn’t help that these two things fed into each other. Reading two lines of orders and then having to turn that into an update write-up is a great way to turn me towards anything and everything with more excitement. Hopefully, that won’t happen again…but a great way to prevent it is to send me engaging, detailed orders which aren’t terribly dry. Additionally, one can write stories. The banter that went back and forth between certain players was absolutely lovely and I hope it carries over to this game and becomes more commonplace.

    So, without further ado…

    Back by popular demand, and a lot of whinning from Lord of Elves, I present to you SUPERPOWERS REDUX!!

    RULES

    Union of Soviet Socialist Republics / DarthNader
    Leader: Leonid Brezhnev
    Economy: (56c - 19 Upkeep +3 Stability) 40c
    Treasury: -12c
    Army:
    1.) 1st Guards Army: 10 Mech. Infantry, 6 Armored, 4 Artillery, 5 Gunships - No Spec. - Elites (Upkeep: 3)
    2.) 3rd Red Banner Shock Army: 12 Mech. Infantry, 8 Armored, 6 Artillery, 4 Gunships - No Spec. - Veterans (Upkeep: 2)
    3.) 8th Red Star Tank Army: 8 Mech. Infantry, 14 Armored, 6 Artillery, 4 Gunships - No Spec. - Veterans (Upkeep: 3)
    4.) Spetznaz GRU: 5 Infantry, 3 Mech. Infantry, 5 Paratroopers, 3 Gunships - Aerial Assault - Elite (Upkeep: 3)
    Navy:
    1.) Red Banner Northern Fleet: 2 Carriers, 9 Cruisers, 5 Destroyers, 22 Nuclear Submarines - Veterans (Upkeep: 3)
    2.) Red Banner Pacific Fleet: 2 Carriers, 7 Cruisers, 3 Destroyers, 15 Nuclear Submarines - Veterans (Upkeep: 2)
    3.) Black Sea Fleet: 5 Cruisers, 6 Destroyers, 8 Nuclear Submarines - Regulars (Upkeep: 0)
    Air Force:
    1.) 37th Air Army: 6 Fighters, 3 Strike Fighters, 14 Bombers - Veterans (Upkeep: 2)
    2.) 16th Air Army: 15 Fighters, 5 Strike Fighters - Veterans (Upkeep: 1)
    Strategic:
    26,530 High Yield Warheads
    Stability: 80%
    Technological Research: ICBMs
    Treaties: SALT II (US)
    Occupied Territories: East Germany, Poland, Estonia, Latvia, Lithuania, Czechoslovakia, Hungary, Romania, and Bulgaria.


    The stats are few and relatively easy to explain. So here we go.

    Economy
    The economic system in this game is identical to that of its predecessor.

    The first number is your gross income, which gathered from all the cities you control and whatnot. From there you subtract upkeep, which is the maintenance of your military. Then stability is either added or subtracted, depending on how high or low you stability stat is. All that equals the amount of credits you can spend each turn. Don’t worry about doing the calculations for stability or upkeep; I’ll do that for you. However, I do recommend you keep track…I have been known to make mistakes.

    Your gross income can only be increased three ways: taking control of other countries, upgrading cities to metropolises, and/or receiving aid from another player nation. In the future, new methods of obtaining credits may become possible.

    Getting credits from invading nations is self-explanatory, you occupy a foreign country and are in control of their industry. This is the most common way to increase your income.

    Metropolises are a way to double a city’s income (from one to two). To create a metropolis, one must spend half your monthly income (what you have before upkeep and stability). This must be done in a single payment (no paying over several turns). A metropolis would then replace the city on the map and will be represented by an inverted city symbol. There is no upgrading of metropolises.

    Player nations can send aid to other player nations and NPC nations, both superpowers and non-powers alike. This is a good way to make effective buffer states or to get neighbors to conform to your will. When sending aid, the sending nation must send multiple, equal payments for at least two turns (IE 2c for 5 turns or 4c for 3 turns, etc). When receiving aid, nations can only spend the credits on military spending (training, recruiting, etc). This means no researching techs or upgrading cities to metropolises. NPC nations being funded would use the credits on military building as well.

    Credits can be spent on many things. Examples include funding pro-[insert your nation here] factions, constructing defensive fortifications, and establishing shady government organizations. If you have any ideas on other things you may want to spend credits on, send me a PM and I will let you know if it is feasible.

    Treasury
    A nations treasury consists of a nations saved up credits OR its debt. There is no limit to the amount of banked credits one can have, but it is possible to lose them if being invaded. Debt is produced by deficit spending, which is not only ok, but encouraged. The maximum amount of debt a nation can go into is equal to three times your spending credits. Should you find yourself with more debt than allowed, it is strongly encouraged you fix it…or may God have mercy on your soul. Ten percent interest is charged on your debt every three turns (every quarter year), which is added on, with a minimum charge of one credit. Debt can be kept indefinitely, but every time interest is charged your stability will fall five percent. Deficit spending cannot be used to fund research.

    Military
    Your military is divided into three branches: Army, Navy, and Air Force. Each branch has its own purchasable units, each with its own prices. A list of units can be found on one of the following pages. Each military branch is split into armies, fleets, and air wings which players may name. An army operates as a group, so you cannot split their individual units while deploying them. Each army/fleet/air wing has its own symbol on the map, numbers will be used for armies and fleets while letters will be used for air wings. The letters and numbers will be assigned according to the order of the armies, fleets, and air wings in your stats (the first will be 1 or A, second 2 or B, etc). Each can be moved every turn, including the turn you build them. Measuring tools are available in the top right corner of the map for army movement and air wing operational ranges. Navies move along the map’s grid and can move roughly four grid squares per turn. Air wings, may relocate to any friendly location on the planet, but cannot attack at all or defend themselves effectively in the same turn.

    Armies, fleets, and air wings all have upkeep, which is determined by the army’s size, training, and specialization. Size upkeep is broken into groups. An army with 1-19 units needs no size upkeep; armies with 20-29 units have a size upkeep of one, 30-39 has two, etc. Armies can be as large as your heart desires. One can create a new army/fleet/air wing for 10 credits plus the cost of the units you wish to put in it.

    Armies/fleets/air wings all have training. A new army starts with a training of “Green”, the lowest level. To upgrade to the next level, “Regular”, one must pay 10 credits. You must pay 15 credits to upgrade to “Veteran” and then 20 for “Elite”. So, to get an army from “Green” to “Elite”, it will cost a grand total of 45 credits. The higher your training, the better the army performs in battle. Now, all “Green” and “Regular” armies do not require upkeep for their training level, but for each level higher than “Regular” an army is, a credit for upkeep is needed. So, for “Veteran” one credit is needed, while for “Elite” two credits are needed.

    Armies (but not fleets or air wings) can be specialized to fight in particular environments or situations. These are Arctic, Alpine, Desert, Tropical, Aerial Assault, and Amphibious Assault. An army with specialization will fight better in certain situations, but worse in others. For example, an army with training in desert warfare will do well in North Africa, but will struggle in the jungles of Central America. It costs 10 credits to specialize an army, and another 10 to change it. Armies with the Aerial Assault and Amphibious Assault specializations are recommended to have Paratroopers and Marines respectively, although this is not necessary. A specialized army costs one extra credit towards upkeep. An army cannot have multiple specializations.

    It is possible for an army/fleet/air wing to not have any upkeep, as long as it is below 19 units, has a training of “Green” or “Regular” and is not specialized.

    Fleets with Supercarriers pay extra upkeep. A single credit is required for one or two Supercarriers, while three or four Supercarriers need two credits, and so on.

    Upkeep will be taken care of by me, so don’t worry about it too much.

    New military units can be made anywhere, within reason. Tanks can’t be produced in the boondocks; large warships can’t be made in small ports, etc. Please use common sense when deciding where units are created. If an area is questionable, ask me. Cities are almost always safe though. During a war, any army which has direct land access to the "home country" and is no more than one turn's distance from the border at the beginning of the turn will be able to be "reinforced" with newly purchased units.

    Military Police/Gendarme Battalions may be purchased for one credit each. These are used to curb civil unrest in any and all territories a player controls. They are not part of armies and have their own section in the stats when created. MP battalions have no offensive capabilities nor any defensive capabilities.

    Stability
    Stability determines two things. The first is how much extra credits you get or how many you lose. For every 10% above 50, you gain an extra credit; for every 10% below 50, you lose a credit. The second is how likely revolts are to occur in your nation. Obviously, the higher your stability is the better. It is based on the view your people have of your nation, and reflects their overall confidence and affects their economic productivity, which affects your income. You cannot spend money to improve it, but performing certain acts may improve it (or perhaps hurt it).

    Technology
    This is where your fully researched technologies will be listed. Your research in progress will be here as well. Researchable technologies can be found below.

    As you research technologies, newer ones may become available. A nation that finishes a tech will be the first one to see the newer potential technology, and will be the only one to know it for one month, after which it will become public. This gives said nation the potential for a head-start on research.

    Technologies can be applied to many things. Be creative. There is always the possibility to make brand new weapons. Check with me to see if any of your ideas are feasible.

    Insurgencies
    Not only can you fund other nations, you can fund insurgents in countries as well. Credits can be spent to form militant groups in foreign nations (IE Contra, the Taliban, etc) which would destabilize said nation and helps improve the success of revolutions. There are no set prices for this, but informal upkeep would be required to keep the insurgents well armed and supplied. Insurgents can be established in both NPC and player nations, although it is generally more expensive in player nations. The amount of funding, as well as the population of the nation with the insurgency, will determine the size and strength of militants.

    Revolutions/Civil Wars
    Conflict between your government and internal forces could arise if your stability gets low enough. Several things determine how such conflicts will be resolved, some of which players can control. Regardless of the outcome, a nation will face problems, which may include:
    - Lower income/drained treasury
    - Loss of territory
    - Smaller military
    - Several turns of stagnated production

    Other Rules
    In order to make the game a little interesting, I have several secret rules, which work similarly to the secret techs. Most of these cover how players can win…or lose.

    FAQ

    So what do we do with all those small gray nations, and how do invasions work?

    This is a good question. This world is full of war, so it is not uncommon for a superpower to invade a neighbor of theirs. This is a good way to increase your credits. A neutral nation will fight back and you will take casualties according to many factors (how strong neutral nation is, how strong your own forces are, terrain, etc). A neutral nation will almost NEVER accept peace where they lose some territory (its either you successfully defeat them or you withdraw). You gain income from a city only when the nation is completely subdued. Regarding Player v. Player conflicts, when you capture a city neither you nor its original owner can earn money from it until there is peace.

    Please do not send out dozens of “will you join us peacefully?” questions to your neutral neighbors! Only when you have a REALLY good reason, and I mean REALLY good, will they accept (such as a VERY obvious impending invasion of a rival nation and you are strong enough to protect them). Your government has a lot to do with this too.

    I'll take over Korea (united, I suppose?)

    Unfortunately the gray, neutral nations are not allowed to be taken. You can never create a new nation out of them or out of your own territory.

    What about all those small island nations, do they have a value?

    Yes and no. Some islands do have a half credit value, while others have no economic value at all. Below you will find a list of the islands/island chains that are worth half credit. Since nothing costs half a credit, you would need to control two of these to get anything that can be added to your income. As for islands which are part of other nations, most will be worthless economically. However, taking the territory may be beneficial to your stability and/or military capabilities. It’s not unheard of to have an air wing on a small island base.

    List of Half Credit Islands
    Spoiler :
    Caribbean Sea
    - "The Bahamas" (Lucayan Archipelago)
    - Leeward Islands (Virgin Islands to Guadeloupe)
    - Windward Islands (Dominica to Barbados)
    - Trinidad and Tobago
    - Leeward Antilles (Dutch Antilles)

    Atlantic Ocean
    - Northern Macaronesia (Canaries/Azores)
    - Southern Macaronesia (Cape Verde)
    - South Atlantic Islands (Falkland, South Georgia, and South Sandwich islands)

    Pacifc Ocean
    - Solomon Islands
    - New Caledonia
    - Vanuatu
    - Fiji
    - Micronesia (FS of Micronesia and Palau
    - Mariana Islands
    - Marshall Islands
    - Kiribati
    - French Polynesia
    - Greater Samoa (Samoa, Tuvalu, Tonga, Cook Islands, etc)
    - Galapagos Islands

    Indian Ocean
    - Andaman and Nicobar Islands
    - Greater Maldives (Maldives, Lakshadweep, and Chagos Archipelago)
    - Comoros
    - Seychelles
    - Mauritius
    - Reunion
    - French Southern Islands (Les Kerguelen and Prince Edward Islands)

    Mediterranian Sea
    - Cyprus


    Can cities (credits) be destroyed or created?

    Absolutely. For a city to be destroyed, it will take immense fight, and I mean truly immense, and it won't happen in one turn. Of course, you could always nuke it or something like that. Cities cannot be created by players; but I will generate one new city every three turns. Their creation will be calculated by dice roll, so don't ask me or work towards it. You really have little control over where and when these things happen. Though do know that if a city is destroyed, there is a good chance it will rise again in the future, if allowed, and some cash is spent on it.

    Starting Map
    Spoiler :
     
  2. DarthNader

    DarthNader Destroyer of Worlds

    Joined:
    Feb 7, 2008
    Messages:
    2,677
    Location:
    Guido Island
    STATS

    United States of America / TheLizardKing
    Leader: President Samuel A. Harris
    Economy: (25c - 0 Upkeep + 0 Stability) 25c
    Treasury: -13c
    Army:
    1.) Central Defense Force: 5 Infantry, 1 Mech. Infantry, 1 Artillery, 1 Gunship - No Spec. - Regulars (Upkeep: 0)
    Navy:
    1.) Pacific Defense Fleet: 1 Carrier, 1 Cruiser, 4 Destroyers - Regulars (Upkeep: 0)
    Air Force:
    1.) Air Wing One: 4 Fighters, 2 Strike Fighter, 1 Bomber - Regulars (Upkeep: 0)
    Stability: 56%
    Technological Research: Nuclear Weaponry (COMPLETE)
    Treaties: US-Nigerian Alliance (Jan. 2035), US-Afrikaaner Alliance (Jan. 2035), US-EF Alliance (Jan. 2035)
    Occupied Territories: USA, Alaska, Hawaii, Puerto Rico

    European Federation / Milarqui
    Leader: Premier Marléne Guillaume
    Economy: (28c - 0 Upkeep + 0 Stability) 28c
    Treasury: 0c
    Army:
    1.) 1st Euroforce Army: 3 Infantry, 1 Mech. Infantry, 1 Armored, 1 Artillery - No Spec. - Regulars (Upkeep: 0)
    2.) 2nd Euroforce Army: 2 Infantry, 1 Armored – No Spec. – Green (Upkeep: 0)
    Navy:
    1.) 1st Euroforce Fleet: 1 Carrier, 1 Cruiser, 2 Destroyers, 1 Nuclear Submarine - Regulars (Upkeep: 0)
    Air Force:
    1.) 1st Euroforce Air Squadron: 1 Fighter, 2 Strike Fighters, 1 Bomber - Regulars (Upkeep: 0)
    Stability: 56%
    Technological Research: Space Travel (9/45)
    Treaties: US-EF Alliance (Jan. 2035)
    Occupied Territories: Europe Proper (1), Greenland, Northern Macaronesia, Southern Macaronesia, Lithuania

    People's Republic of Greater China / Grandkhan
    Leader: President Wang Jinwei
    Economy: (30c – 0 Upkeep + 0 Stability) 30c
    Treasury: -7c
    Army:
    1.) Northeast Field Army: 8 Infantry, 2 Armored - No Spec. - Regulars (Upkeep: 0)
    2.) PLA Airborne: 3 Paratroopers – No Spec. – Green (Upkeep: 0)
    Navy:
    1.) South Seas Fleet: 2 Destroyers - Regulars (Upkeep: 0)
    Air Force:
    1.) Northern China Air Command: 1 Strike Fighters - Regulars (Upkeep: 0)
    Stability: 55%
    Technological Research: Advanced Software Development (23/35)
    Treaties: F.E.A.R. w/ Russia and Japan (Jan. 2035)
    Occupied Territories: China, Mongolia

    Russian Federation / Lord of Elves
    Leader: Chancellor Anton Sverstikov
    Economy: (24c - 1 Upkeep + 0 Stability) 23c
    Treasury: -39c
    Army:
    1.) Western Vanguard Army: 4 Infantry, 1 Marines, 2 Mech. Infantry, 1 Armored, 1 Artillery – Amphibious Assault - Regulars (Upkeep: 1)
    2.) Iron Guard Army: 5 Infantry, 1 Gunship – No. Spec. – Green (Upkeep: 0)
    Navy:
    1.) Baltic Sea Armada: 1 Carrier, 1 Cruiser, 1 Destroyer - Regulars (Upkeep: 0)
    Air Force:
    1.) 1st National Air Battalion: 2 Fighter, 1 Bombers - Regulars (Upkeep: 0)
    2.) Iron Guard Air Battalion: 1 Strike-Fighter, 1 Bomber – Green (Upkeep: 0)
    Stability: 58%
    Technological Research: N/A
    Treaties: F.E.A.R. w/ China and Japan (Jan. 2035)
    Occupied Territories: Russia, Kaliningrad, Azerbaijan, Armenia

    Republic of India / Amesjay
    Leader: Prime Minister Mukesh Aravind Mullur
    Economy: (24c - 0 Upkeep + 0 Stability) 24c
    Treasury: 1c
    Army:
    1.) Central Command Army: 9 Infantry, 3 Mech. Infantry, 2 Armored, 1 Artillery, 1 Gunship - No Spec. - Regulars (Upkeep: 0)
    Navy:
    1.) Western Command Fleet: 2 Destroyers, 1 Nuclear Submarines – Regulars (Upkeep: 0)
    Air Force:
    1.) Western Air Command: 2 Fighters, 2 Strike Fighters - Regulars (Upkeep: 0)
    Stability: 50%
    Technological Research: Advanced Chemistry and Biology (COMPLETE)
    Treaties: N/A
    Occupied Territories: India, Sri Lanka

    Austral Union / Omega124
    Leader: President Lauren Ayers
    Economy: (18c - 1 Upkeep + 0 Stability) 17c
    Treasury: 0c
    Army:
    1.) 1st Republican Army: 3 Infantry, 2 Mech. Infantry - No Spec. - Regulars (Upkeep: 0)
    2.) Republican Australian Paratroopers: 1 Infantry, 2 Paratroopers – Aerial Assault – Green (Upkeep: 1)
    Navy:
    1.) Battlegroup Eureka: 2 Destroyers - Regulars (Upkeep: 0)
    Air Force:
    1.) No. 2 Wing AAF: 2 Strike Fighters - Regulars (Upkeep: 0)
    Stability: 55%
    Technological Research: Space Travel (7/45)
    Treaties: N/A
    Occupied Territories: Australia, New Zealand, Tasmania, East Timor

    Kingdom of Indonesia / Nirosi
    Leader: King Pemersatu I
    Economy: (21c - 0 Upkeep + 0 Stability) 21c
    Treasury: -31c
    Army:
    1.) 1st Royal Army: 4 Mech. Infantry - No Spec. - Regulars (Upkeep: 0)
    Navy:
    1.) 1st Nusantara Fleet: 1 Carrier, 2 Cruisers, 2 Destroyers - Regulars (Upkeep: 0)
    Air Force:
    1.) Skadron Udara Tempur: 5 Strike Fighters - Regulars (Upkeep: 0)
    Stability: 53%
    Technological Research: N/A
    Treaties: N/A
    Occupied Territories: Indonesia, Brunei

    Afrikaan Unie / <nuke>
    Leader: President Adren Saanders
    Economy: (14c - 0 Upkeep + 0 Stability) 14c
    Treasury: -1c
    Army:
    1.) Manifest Destiny: 6 Infantry, 3 Mech. Infantry, 1 Armored, 1 Artillery, 2 Gunships - No Spec. - Regulars (Upkeep: 0)
    2.) VK-Adreen Saanders: 1 Mech. Infantry &#8211; No Spec. &#8211; Green (Upkeep: 0)
    Navy:
    1.) Fleet of the Cape: None - Regulars (Upkeep: 0)
    Air Force:
    1.) The Screaming Eagles: 2 Fighter, 1 Bomber - Regulars (Upkeep: 0)
    Stability: 57%
    Technological Research: N/A
    Treaties: US-Afrikaaner Alliance (Jan. 2035)
    Occupied Territories: South Africa, Lesotho, Namibia, Swaziland, Botswana (1), Zimbabwe

    Holy Republic of Greater Nigeria / m.t.cicero
    Leader: Holy Father President Peter Joseph
    Economy: (12c - 1 Upkeep + 1 Stability) 12c
    Treasury: 1c
    Army:
    1.) First Lord&#8217;s Army: 4 Infantry, 1 Paratrooper, 1 Marine, 1 Mech. Infantry, 1 Armored, 1 Artillery, 2 Gunships - Desert - Regulars (Upkeep: 1)
    Navy:
    1.) Lord&#8217;s Navy: 1 Cruiser - Regulars (Upkeep: 0)
    Air Force:
    1.) Lord&#8217;s Air Force &#8211; 2 Strike Fighter - Regulars (Upkeep: 0)
    Stability: 60%
    Technological Research: N/A
    Treaties: US-Nigerian Alliance (Jan. 2035)
    Occupied Territories: Nigeria, Benin, Togo, Ghana, Niger

    United Arab Republic / christos200
    Leader: President Mehmet Melhara
    Economy: (13c - 1 Upkeep + 0 Stability) 12c
    Treasury: 0c
    Army:
    1.) Islamic Republican Guards: 5 Infantry, 2 Paratroopers, 1 Armored, 1 Artillery &#8211; Aerial Assault - Regulars (Upkeep: 1)
    Navy:
    N/A
    Air Force:
    1.) Islamic Arab Air Force: 1 Fighter, 1 Bomber - Regulars (Upkeep: 0)
    Stability: 48%
    Technological Research: N/A
    Treaties: N/A
    Occupied Territories: UAR Proper, Kuwait

    United Mexican States / ChineseWarlord
    Leader: President DeMario Martinez
    Economy: (13c - 1 Upkeep + 0 Stability) 12c
    Treasury: 6c
    Army:
    1.) Ejército de Tanques Blindados: 5 Infantry, 4 Armored - No Spec. - Regulars (Upkeep: 0)
    Navy:
    1.) Fuerza Naval del Golfo y Mar Caribe: 1 Supercarrier, 1 Nuclear Submarine - Regulars (Upkeep: 1)
    Air Force:
    1.) Air Wing #1: 2 Strike Fighters, 1 Bomber - Regulars (Upkeep: 0)
    Stability: 51%
    Technological Research: N/A
    Treaties: N/A
    Occupied Territories: Mexico

    The Japanese Republic / ZeletDude
    Leader: Prime Minister Takashi Nozoe
    Economy: (20c - 1 Upkeep + 0 Stability) 19c
    Treasury: -9c
    Army:
    1.) 01-Rikugun Shidan: 3 Infantry, 3 Marines, 1 Artillery &#8211; Amphibious Assault - Regulars (Upkeep: 1)
    Navy:
    1.) 01-Kantai: 2 Carriers, 1 Cruiser, 2 Destroyers - Regulars (Upkeep: 0)
    Air Force:
    1.) B&#333;ei Yunitto: 2 Strike Fighters - Regulars (Upkeep: 0)
    Stability: 54%
    Technological Research: Nuclear Weaponry (21/30)
    Treaties: F.E.A.R. w/ China and Russia (Jan. 2035)
    Occupied Territories: Japan, Taiwan

    Imperio do Brasil / Shadowbound
    Leader: Emperor Dom Luis Oliveira
    Economy: (12c - 1 Upkeep + 0 Stability) 11c
    Treasury: -5c
    Army:
    1.) 1st Army: 4 Mech. Infantry, 1 Armored, 1 Gunship - No Spec. - Veterans (Upkeep: 1)
    Navy:
    1.) 1st Fleet: None - Regulars (Upkeep: 0)
    Air Force:
    1.) First Air Squadron: 2 Fighters, 1 Strike Fighters - Regulars (Upkeep: 0)
    Stability: 55%
    Technological Research: N/A
    Treaties: N/A
    Occupied Territories: Brazil

    Argentine Republic / talonschild
    Leader: Premier Armando Diaz
    Economy: (9c - 1 Upkeep + 0 Stability) 8c
    Treasury: -3c
    Army:
    1.) I Army: 2 Infantry, 1 Mech. Infantry - Alpine - Regular (Upkeep: 1)
    Navy:
    1.) Atlantic Fleet: 2 Destroyers - Regulars (Upkeep: 0)
    Air Force:
    1.) I Air Corps: 1 Strike Fighters - Regulars (Upkeep: 0)
    Stability: 49%
    Technological Research: N/A
    Treaties: N/A
    Occupied Territories: Argentina
     
  3. DarthNader

    DarthNader Destroyer of Worlds

    Joined:
    Feb 7, 2008
    Messages:
    2,677
    Location:
    Guido Island
    TECHNOLOGY

    Note: Technology cannot be traded.


    Mechanics and Engineering

    Advanced Monitoring: Equips all your forces with advanced radar and sonar systems, increasing their ability to find the enemy. Cost: 40c

    Advanced Mechanics: Improves manufacturing processes and efficiency, allowing for better quality weapons and vehicles. Cost: 40c

    Advanced Electronics: Further study into the field of electronics and its military applications. Cost: 35c

    Stealth: Allows vehicles to greatly raise their ability to evade enemies by altering their radar signature. Cost: 45c


    Biology and Genetics

    Genetic Engineering: Ability to genetically engineer your soldiers to make them faster and stronger. Cost: 55c

    Advanced Chemistry and Biology: Further study into biological and chemical agents and their ability to be used in warfare. Cost: 30c


    (Cyber)Space Technology

    Space Travel: Allows construction of spaceports, space shuttles, and spy satellites. Cost: 45c

    Advanced Software Development: Allows the possibility of researching further tech for cyber-warfare. Cost: 35c


    Nuclear Technology

    Nuclear Weaponry: Allows the construction of tactical and strategic nuclear weapons. Cost: 30c


    UNIT LIST


    Army

    Infantry Division: This is your standard unit, a division (which consists of 5,000 men) of infantry lightly armored and equipped with small arms and lighter support weapons. Cost: 1c

    Paratrooper Division: Better fighters than infantry divisions but less mobile on the ground as mechanized divisions, these guys are best when they are dropped from a plane and surrounded. Cost: 2c

    Marine Division: These will probably rival the paratroopers for the best soldiers in your army. Make sure to have an amphibious assault specialty to fully take advantage of their skills. Cost: 2c

    Mechanized Infantry Division: These are infantry divisions supported by APC, IFVs, small howitzers, missile systems, etc. Cost: 3c

    Armored Battalion: These are your tanks and the people needed to maintain them, as well as a small number of infantrymen. Best if used with some sort of infantry. Cost: 5c.

    Artillery Battery: Contains short, medium, and long-range ballistic weapons, including surface-to-surface missiles, anti-air and the conventional artillery guns. Cost: 4c

    Gunship Squadron: One of the best support units. Helicopters armed to the teeth with rockets and machineguns. Cost: 5c


    Navy

    Supercarrier: This is the largest unit you can buy in the game and is so expensive that it comes with its own upkeep. It is by far the strongest war machine and a testament to how awesome your power is. Cost: 12c

    Carrier: This is a scaled down version of the supercarrier, but is still a powerful unit. It holds significantly less than a supercarrier. Cost: 8c

    Destroyer: These ships are equipped with several various missiles, anti-aircraft weapons, helicopters, and a few conventional deck guns. An all-round good ship and the greatest defense against submarines. Cost: 5c.

    Cruiser: The main workhorse of developed navies. Armed with large missile batteries, helicopters, and defensive armaments. Cost: 9c

    Nuclear Submarines: A stealthy strike vehicle armed with missiles and torpedoes. Cost: 6c.


    Air Forces

    Bomber: These are your typical strategic bombers and your best bet if you want to decimate cities or bomb other fixed-location units and structures. Very defenseless Cost: 8c

    Strike Fighter: Jets used for fighting ground and air targets. Armed with missiles, bombs and guns and is very versatile. Cost: 5c

    Fighter: These are your conventional fighter jets. They can be used to gain air superiority and defend your troops from air threats. They too can bomb limited ground targets, though poorly. Cost: 4c
     
  4. DarthNader

    DarthNader Destroyer of Worlds

    Joined:
    Feb 7, 2008
    Messages:
    2,677
    Location:
    Guido Island
    If you wish to join, just post in the thread what nation you would like. Nations come at a first come, first serve basis, with the exception of the reserved nations.

    At present four nations have reservations, those being the US, the EF, Russia, and Japan. Those people who have said reservations have 72 hours to claim their nations, after which point those nation are fair game.

    Once I have all the slots filled up, I will let you know what you need to do for Update 0 and the deadline. Don't worry that the stats look incomplete, its intentional.


    YOU MAY NOW POST!
     
  5. Milarqui

    Milarqui Deity

    Joined:
    Dec 31, 2005
    Messages:
    5,226
    Location:
    Granada, Andalucía, España, Europa
    I'm taking the European Federation, as I did in the previous iteration of Superpowers!
     
  6. ZeletDude

    ZeletDude The Lion

    Joined:
    Aug 16, 2009
    Messages:
    5,474
    Location:
    Boise, ID
  7. Terrance888

    Terrance888 Discord Reigns

    Joined:
    Jul 22, 2007
    Messages:
    13,611
    Location:
    Homework Workshop
  8. Omega124

    Omega124 Challenging Fate

    Joined:
    Nov 1, 2008
    Messages:
    7,027
    Gender:
    Female
    Location:
    Albany, New York
    Austral Union, please
     
  9. Lord of Elves

    Lord of Elves Suede-Denim Secret Police

    Joined:
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    Gender:
    Male
    Location:
    right behind u ;)
    The Russian Federation is back.
     
  10. Grandkhan

    Grandkhan Telvanni Master Wizard

    Joined:
    Nov 24, 2011
    Messages:
    2,670
    Location:
    Inside a mushroom
    So its like a better version of my first NES, except without the badly thought out gimmick mechanics. Interesting. :p

    I'd like to take China, please. Glorious Maoism Socialism Socialism with Chinese Characteristics shall rise!

    So military invasions are the only way to occupy a minor country? There's no way to basically buy them out economically like there was in my NES?

    Also, I'm guessing that 'occupation' means 'puppet state' and not actual military occupation, right?
     
  11. Nuka-sama

    Nuka-sama :)

    Joined:
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    Messages:
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    Gender:
    Male
    Apartheid Lives.

    South Africa for me
     
  12. DarthNader

    DarthNader Destroyer of Worlds

    Joined:
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    Location:
    Guido Island
    The US isn't open Nuke, but it will be at 9pm on the 19th. I'll only accept bids then. However, there's nothing stopping you from taking another nation, then switching to the US when it gets open.

    @ Milarqui, ZeletDude, LoE, and Omega124 - Done.

    @ Grandkhan - Sorry, but I don't recall your NES, so I'm not sure how to compare the two.

    Invasions aren't the only way of procuring minor countries, but it is the most straightforward. It is entirely possible to pump money into a pro-Chinese faction within a desired target, which will either allow it to willingly join you, cause a civil war, or have a bonus of sorts when you eventually invade. In the previous game, one player did most of their expanding that way, and it worked pretty well. It all depends on what nation you are trying to coerce and how much money you commit to the endeavor.

    When I mean occupation, I mean the absorption of the territory after a successful war or whatnot. The need to occupy with armies isn't necessary per se, but issues could arise in territories outside your homeland. This is why I have the Military Police/Gendarmes. Of course if things get bad enough, you could move troops into a region to quiet things down. That make sense?

    EDIT
    @ Nuke - South Africa it is.
     
  13. TheLizardKing

    TheLizardKing Let's talk Michelle.

    Joined:
    Nov 23, 2008
    Messages:
    3,330
    Location:
    Pennsylvania U.S.A.

    Link to video.

    The United States of America is here to spread freedom, truth and the American way, be it through peace or the sword. The glory of the Republic has stood the test of time, and shall shine through, like a lighthouse's beacon through the storm.

    For God and Liberty, the Eurotrash shall be tossed aside, the swarms of unwashed Latinos swept back down south, the Asiatics civilized further, and the Russian infant taught proper manners.
     
  14. Nuka-sama

    Nuka-sama :)

    Joined:
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    In the early 1990's, our beloved homeland was on the brink of collapse. With a critical arms embargo, Our glorious white race seemed poised to collapse fighting a long war in Namibia. Even worse, race traitors at home were ready to turn our homeland over to the rule of the African savages. It was quite clear to anyone that Apartheid was too generous to the Africans, allowing them "homelands" and "wages". It was time to reign in this Marxist conspiracy to overthrow the white race.

    Luckily though, the Father of Our Nation saw this betrayal of our people. Instead of destroying apartheid to raise the savages over the whites, Our Father, formed the National Aryan Advancement Party, and in the 1998 elections, triumphed over the forces of Communism and came to power. From there, he ended apartheid in favor of the reestablishment of slavery, and re-established slavery in our glorious nation. Our Father has guided our nation for 40 years, and in that time, South Africa has found its destiny as a great power, doing away with petty things such as democracy and savage rights. With the military victorious on all fronts, Our Father formed the Onderwerp Parteen, unifying all of our political parties into one.

    And now children, Peter Diederichs, the Father of Our Nation has a few words for you


    "Hello Children. I hope today you learned a powerful lesson about our history. All members of the white race must do their part to contribute to South Africa. We are God's chosen race, and because of this, we must educate the world of the Afrikaans lifestyle. So do your best children, and work hard for the glory of our nation. Onderwerp!"

    And through every classroom in South Africa, a massive roar of Onderwerp! echoed through the nation
     
  15. Grandkhan

    Grandkhan Telvanni Master Wizard

    Joined:
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    Messages:
    2,670
    Location:
    Inside a mushroom
    Yeah, that makes sense. Thanks Darthnader :)
     
  16. TheLizardKing

    TheLizardKing Let's talk Michelle.

    Joined:
    Nov 23, 2008
    Messages:
    3,330
    Location:
    Pennsylvania U.S.A.


    President Samuel A. Harris.



    Vice President Byron Carter



    Secretary of State Charles S. Fulton​

    EDIT:

    ....Nevermind?
     
  17. talonschild

    talonschild Drive-By NESer

    Joined:
    Nov 29, 2011
    Messages:
    1,946
    Location:
    Vancouver, BC, Canada
    Wishing to take Argentina. I'd have gone for the UK, but... strangely not a superpower.

    At any rate:

    Argentine Republic / talonschild
    Leader: Armando Diaz
    Economy: (10c - 0 Upkeep + 0 Stability) 10c
    Treasury: 0c
    Army:
    1.) 1st Army: Units - No Spec. - Regular (Upkeep: 0)
    Navy:
    1.) Atlantic Fleet: Units - Regulars (Upkeep: 0)
    Air Force:
    1.) 1st Air Army: Units - Regulars (Upkeep: 0)
    Stability: 50%
    Technological Research: N/A
    Treaties: N/A
    Occupied Territories: Argentina
     
  18. Lord of Elves

    Lord of Elves Suede-Denim Secret Police

    Joined:
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    Gender:
    Male
    Location:
    right behind u ;)
    An Underground Bunker, The Kremlin

    "Gentlemen. Thank you for being with me today -- as you know, my chancellory was not expected. I understand I was not chosen, as foreigners like to say, by the Kremlin. Let me assure you, I am an inexperienced intellectual. I am an armchair general. I am nothing more than an outspoken lawyer from Putingrad. Er, St. Petersburg. But what I am also is a man who loves his country. Questions?"

    "Mr. Sverstikov, can you clarify for us your position on the recent coup d'etat?"

    "First of all, thank you again for being with me. That I am holding you at gunpoint in no way lessens my gratitude. Secondly, this is not a coup d'etat. The Russian Unity Society has merely sought to rectify the failure of the Russian people to vote correctly in this year's elections, oh -- er, how embarrassing. This seems to be the wrong speech. What I meant was the Russian Unity Society has merely sought to rectify the rigging of this year's elections by plutocrats and robber barons who love their money more than they love their Motherland. You there, your question."

    "You say your love your country. Can you expand on this for our foreign viewers?"

    "Heh, hmm. What do I love about Russia? Well, it's hard to say. There's the torture. That's great. There's the organized crime, I like that too. But mostly it's the cheap booze -- you just can't beat Russian vodka. I'm not just talking idly, I've been to Ireland. They'll drink you under the table, sure, but it'll cost them a week's wages. Come to think of it, really it's the vodka. If it wasn't for the booze I'd be out of here faster than you can say 'white Russian'. Get it? Get it? Laugh or I'll kill you."

    "Mr. Sverstikov, what are your foreign policy objectives?"

    "First, we must restore Russia to its true greatness -- the work of Putin has been too long left unfinished in this nation. I do not speak of recreating the Soviet Union. I love capitalism, and sometimes even America. Where would we be without burgers, fries and milkshakes? Nevermind, don't answer that question, I'm not here to talk about the obesity epidemic, so stop pointing your pudgy fingers at me. Our great nation has many enemies. I intend to destroy them one at a time. But destroy is such a harsh word, really I just want to spread Russian greatness. We are favored by God for being born Russian. Why shouldn't others enjoy our good fortune?"

    "Mr. Sverstikov, don't you think maybe tying us to chairs and pointing guns at us is a bit unnecessary? We're only journalists."

    "Well in your case it's just a personal fantasy of mine. Drop by the Kremlin sometime, I'll give you the personal tour. But uh, seriously though, you do have a point. Yes, yes, untie them."

    "Any words for the Russian people in this time of change and crisis?"

    "Friends, Russians, countrymen. Call me Uncle Anton. Everything is under control."
     
  19. Grandkhan

    Grandkhan Telvanni Master Wizard

    Joined:
    Nov 24, 2011
    Messages:
    2,670
    Location:
    Inside a mushroom
    In 2030, Xi Jinping, President of the People's Republic of Greater China, General Secretary of the Politburo, and Keeper of the Paperwork to Access the Keys to the Chamber meeting hall, passed away.

    In 2031, the Politburo Sub-Committee to Select the Politburo Sub-Committee to Select the Next President of the People's Republic of Greater China and the General Secretary of the Politburo met in Suzhou, and, after three deaths due to boredom and a two-week long filibuster, made a choice.

    In 2032, the Politburo Sub-Comittee to Select the Next President of the People's Republic of Greater China and General Secretary of the Politburo met in Shanghai. The fact that Disneyworld was close by was completely irrelevant to their choice of location.

    In 2033, the Politburo Sub-Comittee to Select the Next President of the People's Republic of Greater China and General Secretary of the Politburo presented their choice to the Politburo. Three were purged for their insolence.

    In 2034, the Politburo Sub-Comittee to Approve the Choice of the Politburo Sub-Comittee to Select the Next President of the People's Republic of Greater China and General Secretary met in Beijing, firmly away from any distractions or fun under threat of purging from the Politburo who wanted to frankly get it over and done with already.

    In December 2034, the Politburo Sub-Comittee to Approve the Choice of the Politburo Sub-Comittee to Select the Next President of the People's Republic of Greater China and General Secretary approved the selection of the Politburo Sub-Comittee to Select the Next President of the People's Republic of Greater China and General Secretary: one Wang Jinwei, Industrial Genius, Sharp Businessman, Technocrat, Bureaucratic Mastermind, and Glorious Leader of the People's Republic of Greater China.


    President and General Secretary Wang Jinwei. Anybody making jokes about touching their Wang will be summarily executed.
     
  20. Nirosi

    Nirosi Hymenopus Coronatus

    Joined:
    May 22, 2011
    Messages:
    172
    Location:
    Princeloverburgh, Germany
    I'll unify the diverse world(s)
    As Indonesia.

    Can we change the goverment form?
     

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