DarthNES II - Superpowers

DarthNader

Destroyer of Worlds
Joined
Feb 7, 2008
Messages
2,677
Location
Guido Island
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
Spoiler :
startingmap.png
 
STATS

United States of America / NPC
Leader: President Jeremy Powers
Government: Democratic (Multi-Party)
Economy: (27c - 3 Upkeep + 1 Stability) 25c
Treasury: 7c
Army:
1.) First Army: 2 Marines, 4 Mech. Infantry, 4 Armored, 2 Artillery, 3 Gunships - No Spec. - Regulars (Upkeep: 0)
2.) Fifth Army: 1 Marine, 3 Mech. Infantry, 3 Armored, 2 Artillery, 2 Gunships - No Spec. - Regulars (Upkeep: 0)
3.) Eighth Army: 4 Infantry, 2 Mech. Infantry, 1 Artillery, 2 Gunships - No Spec. - Regulars (Upkeep: 0)
Navy:
1.) Third Fleet: 2 Supercarriers, 1 Carrier, 7 Cruisers, 5 Destroyers, 5 Nuclear Submarines - Veterans (Upkeep: 2)
2.) Second Fleet: 2 Supercarriers, 1 Carrier, 7 Cruisers, 4 Destroyers, 5 Nuclear Submarines - Regulars (Upkeep: 1)
Air Force:
1.) Ninth Air Wing: 5 Fighters, 7 Strike Fighters, 2 Bombers - Regulars (Upkeep: 0)
Stability: 66%
Technological Research: Space Travel, Advanced Software Development
Treaties: Pan-American Alliance w/ Mexico, Brazil, and Argentina (Feb. 2025), New SALT (Feb. 2025), ANZUS w/ Austral Union (April 2025)
Occupied Territories: USA (1), Alaska, Hawaii, Puerto Rico, the Bahamas (1), Cuba


European Federation / Milarqui
Leader: President Marie Perpignan
Government: Democratic (Multi-Party)
Economy: (33c - 0 Upkeep + 1 Stability) 34c
Treasury: 18c
Army:
1.) Das Altes Heer: 5 Infantry, 3 Mech. Infantry, 1 Armored, 1 Artillery, 2 Gunships - No Spec. - Regulars (Upkeep: 0)
2.) L'Ancienne Armée: 4 Infantry, 4 Mech. Infantry, 1 Armored, 3 Artillery, 2 Gunships - No Spec. - Regulars (Upkeep: 0)
3.) Armia Krajowa: 3 Infantry, 2 Mech. Infantry, 1 Armored, 1 Artillery - No Spec. - Green (Upkeep: 0)
Navy:
1.) Southern Fleet: 1 Carriers, 6 Cruisers, 6 Destroyers, 4 Nuclear Submarines - Regulars (Upkeep: 0)
2.) Northern Fleet: 2 Carriers, 5 Cruisers, 5 Destroyers, 3 Nuclear Submarines - Regulars (Upkeep: 0)
Air Force:
1.) Douhet Air Wing: 6 Fighters, 4 Strike Fighters, 1 Bombers - Regulars (Upkeep: 0)
Space:
- El Hierro Spaceport: 1 Space Shuttle, 1 Spy Satellite (Geostationary)
Stability: 66%
Technological Research: Space Travel, Satellite Weaponry, Advanced Monitoring (8/45)
Treaties: New SALT (Feb. 2025)
Occupied Territories: Europe Proper (2), Latvia (1), Lithuania (1), Albania (1), Macedonia (1), Montenegro (1), Cape Verde, Croatia, Bosnia & Herzegovina


Republic of Greater China / Adrogans
Leader: President Xin Liwei
Government: Democratic (Single-Party)
Economy: (26c - 4 Upkeep + 0 Stability) 22c
Treasury: -2c
Army:
1.) 27th Army Group: 1 Paratroopers, 9 Infantry, 4 Mech. Infantry, 2 Armored, 2 Artillery, 2 Gunships - No Spec. - Regulars (Upkeep: 1)
2.) 42nd Army Group: 14 Infantry, 3 Mech. Infantry, 2 Armored, 2 Artillery, 2 Gunships - Tropical - Regular (Upkeep: 2)
3.) 3rd Airborne: 2 Paratroopers - No Spec. - Green (Upkeep: 0)
Navy:
1.) South Sea Fleet: 1 Carrier, 3 Cruisers, 5 Destroyers, 6 Nuclear Submarines - Regulars (Upkeep: 0)
2.) East Sea Fleet: 1 Supercarrier, 2 Cruisers, 5 Destroyers, 7 Nuclear Submarines - Regulars (Upkeep: 1)
Air Force:
1.) Republican Air Guard: 4 Fighters, 3 Strike Fighters, 2 Bombers - Regulars (Upkeep: 0)
2.) Wang Hai Air Wing: 3 Fighters, 1 Strike Fighter, 1 Bomber - Regulars (Upkeep: 0)
Stability: 54%
Technological Research: Nuclear Weaponry (14/45)
Treaties: Triple Alliance w/ Russia and UIR (Feb. 2025), New SALT (Feb. 2025)
Occupied Territories: China, Taiwan


Russian Federation / Lord of Elves
Leader: President Mikhail Yilenekov
Government: Democratic (Multi-Party)
Economy: (26c - 1 Upkeep + 1 Stability) 26c
Treasury: -25c
Army:
1.) 58th Army: 7 Infantry, 1 Mech. Infantry, 4 Armored, 3 Artillery, 2 Gunships - No Spec. - Regulars (Upkeep: 0)
2.) 2nd Guards Tank Army: 1 Infantry, 1 Mech. Infantry, 8 Armored, 2 Artillery, 1 Gunship - Alpine - Regulars (Upkeep: 1)
3.) 20th Guards Army: 5 Infantry, 2 Mech. Infantry, 4 Armored, 2 Artillery, 2 Gunships - No Spec. - Regulars (Upkeep: 0)
Navy:
1.) Northern Fleet: 1 Carriers, 7 Cruisers, 3 Destroyers, 6 Nuclear Submarines - Regulars (Upkeep: 0)
2.) Black Sea Fleet: 3 Cruisers, 1 Destroyer, 1 Nuclear Submarine - Regulars (Upkeep: 0)
3.) Pacific Fleet: 1 Cruiser, 3 Destroyers, 7 Nuclear Submarines - Regulars (Upkeep: 0)
Air Force:
1.) 16th Air Army: 5 Fighters, 3 Strike Fighters, 2 Bombers - Regulars (Upkeep: 0)
2.) 11th Air Army: 3 Fighters - Regulars (Upkeep: 0)
3.) 17th Air Army: 2 Fighters - Regulars (Upkeep: 0)
Strategic:
2 Tactical Nuclear Weapons
Stability: 63%
Technological Research: Nuclear Weaponry
Treaties: Moscow-Tokyo Pact (Feb. 2025), Triple Alliance w/ UIR and China (Feb. 2025)
Occupied Territories: Russia, Georgia, Belarus (5), Armenia, Azerbaijan


Republic of India / Haseri
Leader: Prime Minister Ajeet Rahul
Government: Democratic (Multi-Party)
Economy: (24c - 0 Upkeep + 1 Stability) 25c
Treasury: 0c
Army:
1.) Eastern Command Army: 9 Infantry, 1 Mech. Infantry, 3 Armored, 4 Artillery, 1 Gunship - No Spec. - Regulars (Upkeep: 0)
2.) Western Command Army: 9 Infantry, 1 Mech. Infantry, 3 Armored, 4 Artillery, 1 Gunship - No Spec. - Regulars (Upkeep: 0)
Navy:
1.) Western Fleet: 1 Carrier, 1 Cruiser, 5 Destroyers, 5 Nuclear Submarines - Regulars
(Upkeep: 0)
2.) Eastern Fleet: 4 Destroyers, 5 Nuclear Submarines - Regulars (Upkeep: 0)
Air Force:
1.) Central Air Command: 5 Fighters, 7 Strike Fighters - Regulars (Upkeep: 0)
Space:
- Addu City Spaceport: 1 Space Shuttle, 1 Spy Satellite (Geostationary)
Stability: 67%
Technological Research: Space Travel; Advanced Monitoring (18/45); Satellite Weaponry (19/40)
Treaties: New SALT (Feb. 2025)
Occupied Territories: India, Sri Lanka 


Socialist Republic of Vietnam / Agent 89
Leader: President Kiet Lam
Government: Democratic (Single-Party)
Economy: (20c - 2 Upkeep + 2 Stability) 20c
Treasury: -31c
Army:
1.) 1st Corps: 11 Infantry, 1 Mech. Infantry, 1 Armored, 3 Artillery, 1 Gunship - No Spec. - Regulars (Upkeep: 0)
2.) 4th Corps: 15 Infantry, 2 Mech Infantry, 1 Armored, 4 Artillery, 2 Gunship - Tropical - Regulars (Upkeep: 2)
Navy:
N/A
Air Force:
1.) Sao Do Wing: 3 Fighter, 2 Strike Fighters - Regulars (Upkeep: 0)
Stability: 76%
Technological Research: N/A
Treaties: N/A
Occupied Territories: Vietnam, Laos, Cambodia, Thailand, Brunei


Austral Union / GamezRule
Leader: Prime Minister Richard L Downey
Government: Democratic (Multi-Party)
Economy: (23c - 0 Upkeep + 0 Stability) 24c
Treasury: -12c
Army:
1.) Continental Guard: 3 Infantry, 3 Mech. Infantry, 2 Armored, 1 Artillery, 1 Gunship - No Spec. - Regulars (Upkeep: 0)
2.) 6th Shock Army: 2 Marines, 2 Infantry, 3 Mech. Infantry, 2 Armored, 1 Artillery, 1 Gunship - No Spec. - Regulars (Upkeep: 0)
3.) Oceania Detachment: 4 Marines, 5 Infantry, 1 Gunship - No Spec. - Regular (Upkeep: 0)
Navy:
1.) 1st Fleet: 1 Carrier, 1 Cruiser, 5 Destroyers, 4 Nuclear Submarines - Regulars (Upkeep: 0)
Air Force:
1.) 78th Wing: 5 Fighters, 6 Strike Fighters, 1 Bomber - Regulars (Upkeep: 0)
Stability: 56%
Technological Research: Space Travel (5/45)
Treaties: Japanese-Aussie Defense Initiative (Feb. 2025), New SALT (Feb. 2025), ANZUS w/ United States (April 2025), Islands of the Pacific Coalition (May, 2025) w/ Japan and Indonesia
Occupied Territories: Solomon Islands, Vanuatu, Fiji, New Caledonia


Republic of Indonesia / tecknojock
Leader: President Abdurrahman Wahid Jr
Government: Democratic (Multi-Party)
Economy: (16c - 1 Upkeep + 0 Stability) 15c
Treasury: -45c
Army:
1.) TNI AD - West: 1 Marines, 4 Infantry, 1 Armored, 1 Artillery - No Spec. - Tropical (Upkeep: 1)
2.) TNI AD - East: 3 Infantry, 3 Mech. Infantry, 1 Artillery, 1 Gunship - No Spec. - Regulars (Upkeep: 0)
Navy:
1.) Eastern Fleet: 1 Carrier, 1 Cruiser, 3 Destroyers, 5 Nuclear Submarines - Regulars (Upkeep: 0)
2.) Western Fleet: 2 Nuclear Submarines - Regular (Upkeep: 0)
Air Force:
1.) Skadron Udara Tempur: 3 Fighters, 1 Strike Fighters - Regulars (Upkeep: 0)
Stability: 50%
Technological Research: Stealth (7/45)
Treaties: Islamic Defensive Pact w/ UIR (Jan.2025), New SALT (Feb. 2025), Islands of the Pacific Coalition w/ Japan and Austral Union (May, 2025)
Occupied Territories: Indonesia, East Timor


Union of South Africa / Nuclear Kid
Leader: President Thabo Zuma
Government: Democratic (Multi-Party)
Economy: (17c - 1 Upkeep + 0 Stability) 16c
Treasury: -20c
Army:
1.) 1st Legion: 7 Infantry, 5 Mech. Infantry, 4 Armored, 3 Artillery, 2 Gunships - No Spec. - Regulars (Upkeep: 1)
2.) 2nd Legion: 5 Infantry, 2 Armored, 2 Armored, 3 Artillery, 2 Gunship - No Spec. - Regulars (Upkeep: 0)
3.) 3rd Legion: 1 Infantry - No Spec. - Green (Upkeep: 0)
Navy:
1.) Liberty Fleet: 5 Destroyers, 3 Nuclear Submarines - Regulars (Upkeep: 0)
Air Force:
1.) Lions Pride: 2 Fighters, 1 Bomber - Regulars (Upkeep: 0)
Stability: 56%
Technological Research: N/A
Treaties: N/A
Occupied Territories: South Africa, Lesotho, Namibia, Angola, Botswana (1), Zimbabwe (1), Mozambique, Malawi


Empire of Nigeria / NPC
Leader: General Nnamdi Okoye
Government: Autocracy
Economy: (12c - 0 Upkeep + 1 Stability) 13c
Treasury: 58c
Army:
1.) 1st Division: 5 Infantry, 3 Mech. Infantry, 1 Armored, 2 Artillery, 1 Gunship - No Spec. - Regulars (Upkeep: 0)
2.) 2nd Division: 5 Infantry, 2 Mech. Infantry, 1 Artillery - No Spec. - Green (Upkeep: 0)
Navy:
1.) Guinea Fleet: 5 Destroyers - Regulars (Upkeep: 0)
Air Force:
1.) First Combat Wing - 2 Fighters, 1 Strike Fighter, 1 Bomber - Regulars (Upkeep: 0)
Stability: 60%
Technological Research: N/A
Treaties: N/A
Occupied Territories: Nigeria, Benin, Togo 


United Islamic Republic / Dreadnought
Leader: President Shadid Malik
Government: Democratic (Multi-Party)
Economy: (15c - 1 Upkeep + 1 Stability) 15c
Treasury: 20c
Army:
1.) Army of the Nile: 3 Infantry Divisions, 2 Mech. Infantry, 3 Armored, 2 Artillery, 2 Gunships - No Spec. - Regulars (Upkeep: 0)
2.) Army of Babylon: 2 Infantry Divisions, 2 Mech. Infantry, 2 Artillery, 1 Gunship - Desert - Regulars (Upkeep: 1)
Navy:
1.) Mediterranean Fleet: 1 Destroyer, 4 Nuclear Submarines - Regulars (Upkeep: 0)
Air Force:
1.) Fuad I Air Wing: 4 Fighters, 9 Strike Fighters, 1 Bomber - Regulars (Upkeep: 0)
Stability: 68%
Technological Research: N/A
Treaties: Islamic Defensive Pact w/ Indonesia (Jan.2025), Triple Alliance w/ Russia and China (Feb. 2025)
Occupied Territories: UIR Proper, Saudi Arabia, Kuwait, Qatar


United Mexican States / Omega124
Leader: President Virginia Aberquero
Government: Democratic (Multi-Party)
Economy: (14c - 0 Upkeep + 1 Stability) 15c
Treasury: 5c
Army:
1.) Ejército del Sur: 2 Marines, 2 Infantry, 2 Mech. Infantry, 1 Artillery, 1 Gunship - No Spec. - Regulars (Upkeep: 0)
2.) Ejército del Centro: 3 Infantry, 5 Mech. Infantry, 1 Armored, 1 Artillery, 2 Gunships - No Spec. - Regulars (Upkeep: 0)
Navy:
1.) Flota del Caribe: 1 Cruiser, 3 Destroyers - Regulars (Upkeep: 0)
2.) Flota del Pacífico: 1 Cruiser, 3 Destroyers - Regulars (Upkeep: 0)
Air Force:
1.) Grupo Aéreo Primero: 4 Fighters, 1 Strike Fighter - Regulars (Upkeep: 0)
Stability: 63%
Technological Research: Space Travel (21/45)
Treaties: Pan-American Alliance w/ United States, Brazil, and Argentina (Feb. 2025)
Occupied Territories: Mexico, Belize, Guatemala, Cuba


Japan / ZeletDude
Leader: Prime Minister Akihito Tankuzumi
Government: Democratic (Multi-Party)
Economy: (13c - 1 Upkeep + 1 Stability) 13c
Treasury: -9c
Army:
1.) Army of Kyūshū: 2 Marines, 1 Infantry, 2 Armored, 2 Artillery, 1 Gunships - No Spec. - Regulars (Upkeep: 0)
2.) Army of Honshū: 2 Marines, 2 Infantry, 1 Mech. Infantry, 1 Armored, 2 Artillery, 1 Gunship - Amphib. Assault - Regulars (Upkeep: 1)
Navy:
1.) 1st Carrier Squadron: 2 Carrier, 6 Destroyers, 7 Nuclear Submarines - Regulars (Upkeep: 0)
2.) 2nd Carrier Squadron: 1 Carrier, 1 Cruiser, 8 Destroyers, 7 Nuclear Submarines - Regulars (Upkeep: 0)
Air Force:
1.) Honshū Air Defense Force: 6 Fighters, 4 Strike Fighters - Regulars (Upkeep: 0)
Stability: 60%
Technological Research: Nuclear Weaponry (21/45)
Treaties: Moscow-Tokyo Pact (Feb. 2025), Japanese-Aussie Defense Initiative (Feb. 2025), Islands of the Pacific Coalition w/ Indonesia and Austral Union (May, 2025)
Occupied Territories: Japan, Northern Mariana Islands, Federated States of Micronesia

People's Republic of Brazil / NedimNapoleon
Leader: President Vinicius Coscioni
Government: Democratic (Single-Party)
Economy: (17c - 1 Upkeep + 0 Stability) 16c
Treasury: 0c
Army:
1.) Southeastern Army: 2 Infantry, 2 Mech. Infantry, 1 Armored, 2 Artillery, 1 Gunship - No Spec. - Regulars (Upkeep: 0)
2.) Amazonian Army: 3 Infantry, 2 Artillery, 1 Gunship - Tropical - Regulars (Upkeep: 1)
Navy:
1.) 1st Fleet: 1 Carrier, 1 Cruisers, 3 Destroyers, 5 Nuclear Submarines - Regulars (Upkeep: 0)
Air Force:
1.) Air Defense Group: 3 Fighters, 1 Strike Fighter, 1 Bomber - Regulars (Upkeep: 0)
Stability: 59%
Technological Research: N/A
Treaties: N/A
Occupied Territories: Brazil

Argentine Republic / Eltain
Leader: President Maria Vasques Carmen
Government: Democratic (Multi-Party)
Economy: (15c - 2 Upkeep + 0 Stability) 13c
Treasury: 6c
Army:
1.) 1st Army: 9 Infantry, 5 Mech. Infantry, 5 Armored, 3 Artillery, 2 Gunship - No Spec. - Veteran (Upkeep: 2)
Navy:
1.) 1st Fleet: 1 Cruiser, 6 Destroyers, 3 Nuclear Submarines - Regulars (Upkeep: 0)
Air Force:
1.) 1st Air Wing: 5 Fighters, 3 Strike Fighters - Regulars (Upkeep: 0)
Stability: 61%
Technological Research: N/A
Treaties: Pan-American Alliance w/ United States, Mexico, and Brazil (Feb. 2025)
Occupied Territories: Argentina, Uruguay, Paraguay (1)
 
TECHNOLOGY

Note: Technology cannot be traded.

Mechanics and Engineering

CLASSIFIED

Biology and Genetics

CLASSIFIED

(Cyber)Space Technology

CLASSIFIED

Nuclear Technology

CLASSIFIED
 
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: 3c

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: 3c

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: 10c

Carrier: This is a scaled down version of the supercarrier, but is still a powerful unit. It holds significantly less than a supercarrier. Cost: 7c

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: 4c.

Cruiser: The main workhorse of developed navies. Armed with large missile batteries, helicopters, and defensive armaments. Cost: 8c

Nuclear Submarines: A stealthy strike vehicle armed with missiles and torpedoes. Cost: 5c.

Air Forces

Bomber: These are 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

Fighters: 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

Strategic Weapons

CLASSIFIED

Space Related

CLASSIFIED
 
The United States looks interesting. Is the UN still alive? BTW, I promise not to go wacky with the US. I got it as a suggestion and I decided that I'll try it.

EDIT:
For half my income is that the 22c or the 24c? Full income or usable income?

Is my debt to China? (scary0
 
The Russian Federation. Alternatively, the United Islamic Republic.
 
If every country is a Democracy besides Nigeria, why do you bother listing a government? Why not just list if its single or multi party?

Just lurking. I maybe will throw my hat in as the Austral Union if you need players. (Why not call it Austrasia? That was the historical term for a AUS/NZ union)
 
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.

Could you explain this a little better? What would be the point? Are the NPC countries then allied to you? Does the alliance begin during or after you make the required payments? Whats the difference between donating 1c for 3 turns or 10c for 5 turns, etc?



EDIT: just thought I'd mention the original idea for this NES was based on stalin006's Neo NES V.
 
USA is my number one

South Africa if I can't.
 
Sorry Nuke, I got here first but you deserve it more. Still mine though.
Is my debt to china or to general American investors?
 
Sorry Nuke, I got here first but you deserve it more. Still mine though.
Is my debt to china or to general American investors?
 
I'm pleased with the turnout, although seeing JTK here makes me feel...well...happy I put in the rules I did.

I'll be getting Update 0 out fairly soonish. For it, I need PMs of the names of your nation's leaders and name changes to armies/fleets/air wings (if you want). It would more or less feature a map with the positions of your militaries.

Expect stats to have player names fairly soon.

@JTK - Sending aid to other nations could do a lot of things, possibly denying a rival cities or establishing a strong buffer between a rival and you economy being the clearest applications.

NPCs that are given aid would most certainly be grateful, and would be much more likely to sign an alliance or something similar.

As for when an alliance would begin...when would you send the offer? I would respond as quickly as I could on behalf of the NPC.

The difference between sending 1c over three turns to 10c over 5 turns would be the NPC could buy more military equipment (because of more money) and would be more friendly (see 'reliant') with the player.

@Omega124 - The less democratic a government is, the less a player needs to listen to the people. A despot can stay in power for a fairly long time as long as they keep their true backers happy. However, people will strive for democratic governments should their current situation become poor enough. You can change your government however you wish (although stability will be altered accordingly). Does that help at all?

Also, "Austral" refers to "south" or the "southern hemisphere" and since Australia was the British Empire's southern most territory, it was named as such. The realm where Australia lies is known as the Austral realm, and since near all the territory in it is under one flag...wait a minute, why and I explaining this? IT IS WHAT IT IS!! RAWR!!!

@Terrance888 - No, you debt isn't to China its to domestic creditors. Everyone has debt because 'it took money to get to where you are now'.

EDIT: I'd really like to have at least 9 players before I kick this off. So far I have 7 with the Austral Union potentially going to Omega124.
 
Do we assume that through the magic of the NES all nations' nuclear arsenals have disappeared?
 
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