DarthNader
Destroyer of Worlds
Deadline for Update 8 orders is Friday, July 29th at 8:00pm EST
The idea for this NES was lovingly stolen from Jason the King.
The year is 2025. The rapid economic growth of nations, and the subsequent economic struggles of others, has yielded new major players on the world stage, and now these rivals now vie for ever growing power and control of the planet. Blah blah blah…get playing!
RULES
Union of Soviet Socialist Republics / DarthNader
Leader: Leonid Brezhnev
Government: Democratic (Single Party)
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.
Government
In this NES, there will only be three types of governments: Democratic (Multi-Party), Democratic (Single Party) and Dictatorship. From there, there will be different ideologies that those governments embrace: Communist, Fascist, Socialist, Liberal, and Conservative. We are using broader government definitions here, political parties (like Democrats and Republicans) would fit under one of these ideologies. Your nation’s government type will dictate how you act to a degree, but it more effectively determines how you stand with other nations. Nations with the same, or similar governments are less likely to make war, and more likely to cooperate (IE: A war between the US and China is a bit more likely than one between the US and Russia.)
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 yields 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 urge you to keep track…I have been known to make mistakes sometimes.
Your gross income can only be increased three ways: taking control of other countries, building metropolises, and/or receiving aid from another player nation. It is possible to obtain a new form of increasing your income in the future.
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 and must be in full payments (no paying over several turns). A metropolis would then replace the city on the map (you pick which city changes) represented by the inverted city symbol.
Player nations can send aid to other player nations and NPC nations (even non-powers). This is a good way to make effective buffer states. When sending aid, the sending nation must send multiple, equal payments for at least three turns (IE 2c for 5 turns or 4c for 3 turns, etc). When recieveing aid, nations can only spend the credits on military spending (training, recruiting, etc), no researching techs or making metropolises. NPC nations being funded would use the credits on military building as well.
Credits can be spent on many things. 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 reasonable.
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 five turns, 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 purchasable 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 their lists (the first will be 1 or A, second 2 or B, etc). Each can be moved every turn. 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 that 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 1-20 units needs no size upkeep; armies with 21-30 units have a size upkeep of one, 31-40 has two, etc. Armies can be as large as you want them, but this is not encouraged. One can create a new army/fleet/air wing for 10 credits.
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 and 20 credits for “Veteran” and “Elite” respectively. 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 pay upkeep for their training, but for each level higher than “Regular” an army is, a credit 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.
It is possible for an army/fleet/air wing to not have any upkeep, as long as it is below 21 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.
All armies, when invading another country, have increased upkeep of one credit. This does not apply to fleets or air wings.
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 backwoods, 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.
Military Police 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 and only minor 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 further below.
As you research technologies, newer ones may become available. An 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 knowledge. This gives said nation a potential 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
- New government
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 value, while others do not. As a general rule, island chains which are their own nation are worth half a credit. Since nothing costs half a credit, you would need to control two of these nations 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.
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 you, they will randomly spring up according to the game dynamics and part of a random generator. They will be rare, and 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.
MAP
The idea for this NES was lovingly stolen from Jason the King.
The year is 2025. The rapid economic growth of nations, and the subsequent economic struggles of others, has yielded new major players on the world stage, and now these rivals now vie for ever growing power and control of the planet. Blah blah blah…get playing!
RULES
Union of Soviet Socialist Republics / DarthNader
Leader: Leonid Brezhnev
Government: Democratic (Single Party)
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.
Government
In this NES, there will only be three types of governments: Democratic (Multi-Party), Democratic (Single Party) and Dictatorship. From there, there will be different ideologies that those governments embrace: Communist, Fascist, Socialist, Liberal, and Conservative. We are using broader government definitions here, political parties (like Democrats and Republicans) would fit under one of these ideologies. Your nation’s government type will dictate how you act to a degree, but it more effectively determines how you stand with other nations. Nations with the same, or similar governments are less likely to make war, and more likely to cooperate (IE: A war between the US and China is a bit more likely than one between the US and Russia.)
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 yields 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 urge you to keep track…I have been known to make mistakes sometimes.
Your gross income can only be increased three ways: taking control of other countries, building metropolises, and/or receiving aid from another player nation. It is possible to obtain a new form of increasing your income in the future.
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 and must be in full payments (no paying over several turns). A metropolis would then replace the city on the map (you pick which city changes) represented by the inverted city symbol.
Player nations can send aid to other player nations and NPC nations (even non-powers). This is a good way to make effective buffer states. When sending aid, the sending nation must send multiple, equal payments for at least three turns (IE 2c for 5 turns or 4c for 3 turns, etc). When recieveing aid, nations can only spend the credits on military spending (training, recruiting, etc), no researching techs or making metropolises. NPC nations being funded would use the credits on military building as well.
Credits can be spent on many things. 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 reasonable.
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 five turns, 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 purchasable 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 their lists (the first will be 1 or A, second 2 or B, etc). Each can be moved every turn. 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 that 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 1-20 units needs no size upkeep; armies with 21-30 units have a size upkeep of one, 31-40 has two, etc. Armies can be as large as you want them, but this is not encouraged. One can create a new army/fleet/air wing for 10 credits.
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 and 20 credits for “Veteran” and “Elite” respectively. 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 pay upkeep for their training, but for each level higher than “Regular” an army is, a credit 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.
It is possible for an army/fleet/air wing to not have any upkeep, as long as it is below 21 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.
All armies, when invading another country, have increased upkeep of one credit. This does not apply to fleets or air wings.
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 backwoods, 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.
Military Police 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 and only minor 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 further below.
As you research technologies, newer ones may become available. An 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 knowledge. This gives said nation a potential 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
- New government
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 value, while others do not. As a general rule, island chains which are their own nation are worth half a credit. Since nothing costs half a credit, you would need to control two of these nations 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.
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 you, they will randomly spring up according to the game dynamics and part of a random generator. They will be rare, and 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.
MAP
Spoiler :
