MoreEpicThanYou
The most Epic.
Hey everybody, I'm MoreEpicThanYou. I had a pretty good idea for a NES, but because this kind of NES is so Epic no one has done it before, I'm going to test it here and see how things turn out. This beta will last 3 turns. Here goes!
It is 2040 AD, and a new era is dawning. The world, though chaotic as usual, did not suffer any extincting natural disaster, or war, or dystopian governments taking over. The most important event during that time was the complete collapse of the EU in 2027. Southern Europe has been in chaos ever since then (and as usual, American/UN peacekeeping forces are there, much to the public's chagrin), but the Big Three of the UK, France, and Germany were able to recover fairly quickly, with most of northern Europe following them. The 2030s saw the advent of the Asian Moon Race, with India, Russia, Japan, and China competing to get a man on the moon, which the Russians won mere days ahead of the Chinese ship. All four countries did eventually get a man on the moon by 2036, with the European Big Three each getting their own lunar mission in 2039. While an American crew did land on an asteroid in 2038, a Mars landing was delayed to the 2040s, while other countries also have a Mars landing planned for that timeframe. Brazil, South Korea, Canada, and Sweden also have lunar missions planned. With all the emphasis on space, there is no question that colonization will happen, and soon. The world's nation's emphasis on proving their superiority is leading to a Second Imperial Era, and like the Americas and Africa before it, the cosmos will be shaped by human hands.
But the cosmos... are infinite.
Yeah, it's like a colonization NES, but in SPAAAAAAAAAAAAAAAAAAAAAAAAACE! Because of that, I'm modifying the rules from NukeNES XXV, because an Imperial Era NES is really the closest thing to what I'm planning.
Example stats:
Nation/Player:
Capital:
Government/Controlling Faction:
Head of State/Government:
Stability:
Economic Freedom:
Income:
Army (Home+Colonies):
Army Quality:
Navy (Home(no seas in space, but you could use subs on Europa...)):
Naval Quality:
Air Force (Home+Colonies):
Air Force Quality:
Weapons of Mass Destruction (Home+Colonies)
Weapons of Mass Destruction Quality
Space Navy (Home+Colonies):
Space Navy Quality:
Technology:
Colonies and Territories (Military/Income/Stability):
Projects:
Nation/Player: This is fairly self explanatory.
Capital: This is the seat of your nation's government. If it is taken in war, it can have very detrimental effects and thus I suggest you have a designated back up capital at all times. You can change your capital whenever you feel, however they might be costs involved and could lead to instability. It is highly encouraged to keep your capital on Earth.
Government/Controlling Faction: This is what type of government your nation has and its current controlling faction. Controlling factions change with elections in designated years in democracies. Changes in government and factions affect stability and income, sometimes positive, sometimes negative. Either way, think carefully before changing it.
Head of State/Government: This is your leader(s). Some nations have a separate head of state, often a monarch in this case, and government, often a Prime Minister. For democracies either one or both of these positions change with elections. You can probably look up when your elections should be taking place, but if you cannot find it, ask me or decide yourself.
Stability: This is simply a measure of how close your country is to collapsing. Stability cannot be directly affected and instead is instead increased by doing things like fighting corruption, and increasing welfare. Stability is decreases from changes in government, rapid shifts in economic freedom, long or unpopular wars and decreases in welfare among other things. This stat is measured between 0-10, with 10 being the highest and 5 being where revolution is becoming more imminent. If you reach 3 or below, dissent will rise against the government, at 2 revolts will begin and 0 means outright open revolution.
Economic Freedom: This stat measured the extent to which the government intervenes in the economy. Nations with higher economic freedom receive less overall income, but instead see the development of technologies, infrastructure and industry without direct investment. Economic freedom is measured between a +5 to a 0
Income: This is a nations income after all their agriculture, industries trade and colonies are added up after their economic freedom is taken into account. This is how much a nation actually has to spend. Unspent income will be banked.
Going to War: War is one of the best ways to create an empire. Declaring War in public is vastly preferred, as chances are your people and the world will not condemn you as much. At this time, for the most part, Colonial war is preferred to wars on the Planet for the Imperial powers. However, be cautious when you go to war. If you win a quick and easy victory, you will see a stability boost, but if you lose, the people will be angry and humiliated, especially if you suffer casualties. Casualties is a key way to measure success in Colonial wars, for even if you capture some land on Mars, if the cost is too high, the populace will still be angry over the war.
Army (Home+Colonies): This is the size and composition of your army. It is divided between your forces at home and in the colonies. If your army gets too large, it will have negative effects on your stability and your economy. Growing it too quickly will have similar results, including the deterioration of Army quality. The Following units can be bought by any nation with the available technology:
Army Readiness: How ready your army is for battle, it costs 5 ep to fully mobilize, 3 ep to Semi Mobilize, and 3 ep to move down a level
Mobilized: The Army is ready for war, and is on a full footing for it. You have the use of all of your troops for actions, and for every 40 brigades, you have to pay 1 ep in maintenance. Long periods of troops on mobilization during peace or war can cause stability hits and slow economic growth
Semi Mobilized: The Army is prepared for war to come in the next year or two, and is preparing for full on mobilization. You have use of 50% of your troops and for every 30 brigades, you pay 1 ep in maintenance Long periods on this will result in stability hits and slow economic growth.
Reserves: The Army has not called up any of the reserves, and the Army is not prepared for war at all. This is the default state of the military, and you will only be able to use 25% of your available forces, paying 1 ep for every 20 brigades you have
Demilitarized: Either forced upon you or by your own choice, your state has almost no armed force capabilities, and the token force you have is easily brushed aside. You will be able to use 10% of your troops, and for every 10 brigades you have, you will pay 2 ep to maintain.
State of the Army: This is the morale of your armies essentially, found after your troop numbers in the army stat. You cannot improve this directly with income, but spending on supplies, training, new officers, weapons, and more can help.
Invigorated: Not only are the troops in pristine fighting condition and supplied, they are eager for the fight that is to come. The troops will fight for every inch of ground, march faster, fight better, and generally outperform other troops. Invigorated troops are a huge boon to an army, and with proper cause for war, can truly be a game changer. Troops will only stay invigorated for so long, and too much time at peace
Healthy: The troops are well supplied and are ready for combat. Though they are not as eager as invigorated troops, they will still fight very well, just not as fanatically. Troops can stay healthy for longer terms if they are fighting on the defensive
Tired: The troops are supplied, and can fight fairly well, but they are not eager for it. These are usually troops who have just gotten out of a war, or are a few years into a war. Be cautious when using tired troops, because they are easier to break than healthy troops. Using troop rotation is a good way to get more mileage out of your soldiers, and it generally takes a few years to bring your troops back to healthy status
Fatigued: The troops have been fighting for a long time or have suffered heavy losses, and are hoping the fighting will end soon. Though they can still fight on the defensive, it is very difficult to launch assaults with fatigued troops. Desertion is an issue, but not a major one. Though it takes longer to replenish the ranks of a fatigued force during peace, after several years the troops can be ready to fight again.
Devastated: These troops have been through a lot, in terms of casualties, fighting, and suffering. Morale is extremely low from the foot soldiers to the general staff, and desertion is common, especially in war time and if they are in enemy territory. These troops cannot launch offensives at all, and even on the defensive will suffer extremely, and will outright surrender sometimes to an invigorated enemy. It can take a long time for a devastated army to recover, and it may be better to sue for peace before your army reaches this state.
Army Quality: This is a measure of an armys training, organization and moral. It is measured between 1 and 10 with 10 being the highest. It can only be increased from experience and long term improvement measures. Conducting training exercises every few years or more maintains it.
Navy (Home+Colonies): This is the size and composition of your navy. As ships sit and new technologies become available, you will notice your own ships degenerate in modernity if they are not continually outfitted with new equipment, though at a certain point this can no longer be done and the ship will have to be scrapped. The Following ships can be bought by any nation with available technology and a port/harbor. Ships will not be available until the turn after you purchase them.
Dreadnought: Even bigger than Modern Battleships, these ships are titans of the sea. They require at least a modern level shipyard and sea cost to build, though they can be bought from other nations. They can only travel upon the open seas. 4 ep for 1 (can be paid over several turns). It takes 3 years for these to be completed, for every 3 you have, it costs 1 ep to maintain.
Modern Battleship: These are the largest and most advanced ships available. They require at least a modern level shipyard and seacoast to be built, though they can be bought from other nations. They can only travel upon the open sea. 3 EP for 1 (can be paid for over several turns), for every 10 you have, including Standard and Obsolete Battleships, it costs 1 ep to maintain
Standard Battleship: These are average battleships, and generally smaller than the Modern Battleships but can be upgraded a level for 2 EP per ship. They require at least a standard level shipyard and seacoast to be built though, they can be bought from other nations. They can only travel upon the open sea. 2 EP for 1 (can be paid for over several turns), for every 10 you have, including Modern and Obsolete battleships, it costs 1 ep to maintain
Obsolete Battleship: These are battleships build with older technology, and generally smaller than the Standard Battleships but can be upgraded a level for 1 EP per ship. They require at least a mediocre level shipyard and seacoast to be built though, they can be bought from other nations. They can only travel upon the open sea. 1 EP for 1. For every 10 you have, including Modern and Standard Battleships, it costs 1 ep to maintain
Coastal Defense Ship: These are large ships built specifically to defend coasts. They are often built with older technology and are similar in size to Obsolete Battleships. They require at least a mediocre level shipyard and a seacoast to be built though, they can be bought from other nations. They can only travel upon the open sea, large lakes and up and down coasts. 1 EP for 2.
Modern Cruiser: These are the newest and fastest cruisers available. They are built for raiding protection missions. They require steel ships, at least a modern level shipyard and seacoast to be built, though they can be bought from other nations. They can only travel upon the open sea. 1 EP for 2
Aircraft Carrier: They... carry aircraft. They're big targets, and are only medium armed, it's best to escort them with something. 1EP for 1.
Standard Cruiser: These are average level cruisers. Though they are slower than the Modern Cruisers, they are roughly the same size and can be upgraded a level for 1 EP per 3 ship. They are built for raiding protection missions. They require at least a standard level shipyard and seacoast to be built, though they can be bought from other nations. They can only travel upon the open sea. 1 EP for 3
Obsolete Cruiser: These are cruisers built with older technology. They are both smaller and slower than the Standard Cruisers and can be upgraded a level for 1 EP per 4 ships. They are built for raiding protection missions. They require at least a mediocre level shipyard and seacoast to be built, though they can be bought from other nations. They can only travel upon the open sea. 1 EP for 4
Torpedo Boat Destroyer: These vessels are somewhere in size between a cruiser and a torpedo boat. They excel at taking out smaller torpedo vessels and protecting larger ships and are also able to maintain speeds to keep up with a modern fleet on the high seas. They require at least a modern level shipyard and seacoast to be built. 1 EP for 3
Modern Torpedo Vessel: These are the most advanced torpedo vessels available. They require steel ships and at least a modern level shipyard to be built, though they can be bought from other nations. 1 EP for 3
Standard Torpedo Vessel: These are average level torpedo vessels. They are the same size as the Modern Torpedo Vessels, but are slower and less armored and can be upgraded a level for 1 EP for 5 ships. They require at least a standard level shipyard to be built, though they can be bought from other nations. 1 EP for 5
Obsolete Torpedo Vessel: These are torpedo vessels built with the earliest torpedo technology. They are the same size as the Modern and Standard Torpedo Vessels, but are much slower, less armored and use inferior torpedo technology. They cannot be upgraded. They require at least a mediocre level shipyard to be built, though they can be bought from other nations. 1 EP for 8
Gunboat: These are small vessels generally reserved for river or coastal patrol and exploration missions. They are very lightly armored and carry only a few guns of varying size. They require at least a crude shipyard to be built though they can be bought from other nations. 1,000 tons. 1 EP for 5
Submarine: Subs are great for sneak attacks, and can also carry missiles. They can be bought from other nations. 1 EP for 3, but for 2 EP per battleship, you can modify it for warfare in the only sea outside of Earth, Europa...
Naval Quality: This is a measure of a navys training, organization and moral. It is measured between 1 and 10 with 10 being the highest. It can only be increased from experience and long term improvement measures. Conducting training exercises every few years or maintains it.
Air Force (Home+Colonies): The size and composition of your air force. It isn't only useful on Earth, it can be used on any non-asteroid/small moon colony! Great for transporting troops, intelligence, and bombing.
Transport Planes: They come with airborne brigades, but can also be built on their own. They're weak in combat, but can carry 1/3 of any brigade of infantry, marines, or airborne troops, but airborne troops are stronger when attacking from air, and marines are weaker. 4 for 1 EP.
Fighters: Fighters are designed to attack bombers and transport planes, while defending themselves from other fighters. Your main offensive force in the air. 3 for 1 EP.
Bombers: Bombers cause heavy damage to buildings, but can't defend themselves very well from attacks. They are basically dead if they don't have an escort of fighters. 2 for 1 EP.
Stealth planes: Stealth planes are used for intelligence, and they have a high chance of not being detected. If they are spotted, however, they can't defend themselves well. 2 for 1 EP.
Air Force Quality: This is a measure of an air forces training, organization and moral. It is measured between 1 and 10 with 10 being the highest. It can only be increased from experience and long term improvement measures. Conducting training exercises every few years or maintains it.
Weapons of Mass Destruction: What would a game set in the future be without these? Use them to F*** S*** UP!!! Also, for the cost of 3 EP, you can upgrade them into IPBMs (Inter-Planetary Ballistic Missile) which can travel between planets.
Nukes: Nothing's more satisfying than pressing a giant red button and watching nuclear death rain upon your enemies, although in the back of your mind, you know they'll probably retaliate... Great for destroying cities, and the surrounding area. 1 for 5 EP.
Bio-Nukes: Although they don't have that satisfying explosion, bio-nukes send a deadly disease into an area. You can RP which disease it is, it could be designed to only affect the immediate area, or it could spread throughout a nation. You have to be careful with these to make sure none of your allies get infected. 8 EP each.
Drillbomb: Althought not very useful on large worlds, Drillbombs are designed to drill to the center of an asteroid/small moon, then blow up, completely destroying the asteroid and whatever mining installation was on it. 7 EPs.
Weapons of Mass Destruction Quality: WMDs have two states: working and not working.
Space Navy (Home+Colonies): There's so much space, and you gotta see it all, so you need a Space Navy to do it. A cross between aircraft and ships, basically.
Space Transport: Big cargo ships that can transport two human brigades, one tank/artillery brigade, one ship, or one air force squadron. Mostly defenseless. 4 EP each.
Space Fighter: Battleships... IN SPAAAAAAAAAAAAAAACE! Because lasers are a bit too far in the future, and guns aren't particularly effective on ships, Space Fighters are armed to the teeth with (non-nuclear) missiles. 5 EP each.
Scout: A small ship used for exploration purposes, unarmed. 3 EP each.
Space Navy Quality: You should know the drill by now.
Mobilization: Mobilization can only be done during or just before a war. Mobilization allows the recruitment of Conscript brigades, and of more soldiers than would normally be allowed without the initial penalties associated with a large army. Be warned though mobilization over a long period will have effects on your economy, stability, and even your army quality.
Colonies and Territories (Military/Income/Stability): Colonies and territories are a major part of this NES. Colonies and Territories must be specifically designated as such, otherwise they are considered directly integrated into the mother country, which can have potentially detrimental effects. Colonies only have three stats: Military, Income and Stability, with all but the latter also calculated into your overall stats. The advantage of keeping something a colony is that can potentially be more economically beneficial and their stability doesnt drag down that of the mother country. They're also pretty expensive, PM me about the costs. When claiming a new colony, only claim as much as you can realistically harvest or defend with your population, or someone else can take part of the area.
Intelligence/Counter-Intelligence Networks: These can be built over time and with significant investment. In order to use "intelligence" and "espionage" PM me a question/operation and how much EP you want to invest into it. Operations can include sabotage, technology stealing, finding military locations, scouting fortifications, stirring dissent, assassinations, blackmail, and so much more. I will PM you back an answer that may or may not be true with percentage of its likelihood. Remember to also include this in your orders as well. It must pertain to events of a previous update. You cannot ask what someone is going to do.
Projects: The name projects can be misleading; this is simply anything your nation is doing as a whole that is not in the stats. The Lunar Landing could be a project. The Space Elevator. could be a project. A Biological Implant could be a project. Simply PM me the details of the project, and Ill give you an estimate. Sometimes it will be a set EP cost. Other times, it will require yearly input by you. Projects can have effects on your economy, Army and Navy Quality, stability, culture, and so much more. There is always a chance for failure, and in the update, events can happen that delay or increase the cost of the project.
Stories and such:
Stories are not required, but they will provide small bonuses. RThey are encouraged and there could be benefits in that the more I know about the inner-workings of your nation, the more precise calculations I will be able to make according to your and other people's orders.
Orders and NPC Diplomacy: To keep things streamlined and easy, I ask that all orders and diplomacy to an NPC be titled as such "EpicNES: Randomstan Orders" and "EpicNES: Randomstan Diplomacy". Your orders should be formatted (Or similar if yours are more detailed ) to the following:
Your Stats:
Spending: (Including what your Army/Navy size will be after spending if you bought anything)
Relevant Diplomacy:
Military Actions: (Providing a map showing actions helps for complex maneuvers)
Domestic Actions:
Miscellaneous:
I also ask that you link any posted stories/treaties in your orders if you want them considered.
Updates and Grievances: I will try to get updates done as soon as possible, but remember that the more of your stats you calculate for yourself, the faster the update is finished.
Space Capability: Can your country into space? This shows how much you can colonize, and you need one or a series of Projects to move to the next stage. Note that this means capability, not just what they have done.
Starting Map:
Feel free to create a 2012-2040 history for your country, just keep it realistic, and don't contradict what I've already said.
It is 2040 AD, and a new era is dawning. The world, though chaotic as usual, did not suffer any extincting natural disaster, or war, or dystopian governments taking over. The most important event during that time was the complete collapse of the EU in 2027. Southern Europe has been in chaos ever since then (and as usual, American/UN peacekeeping forces are there, much to the public's chagrin), but the Big Three of the UK, France, and Germany were able to recover fairly quickly, with most of northern Europe following them. The 2030s saw the advent of the Asian Moon Race, with India, Russia, Japan, and China competing to get a man on the moon, which the Russians won mere days ahead of the Chinese ship. All four countries did eventually get a man on the moon by 2036, with the European Big Three each getting their own lunar mission in 2039. While an American crew did land on an asteroid in 2038, a Mars landing was delayed to the 2040s, while other countries also have a Mars landing planned for that timeframe. Brazil, South Korea, Canada, and Sweden also have lunar missions planned. With all the emphasis on space, there is no question that colonization will happen, and soon. The world's nation's emphasis on proving their superiority is leading to a Second Imperial Era, and like the Americas and Africa before it, the cosmos will be shaped by human hands.
But the cosmos... are infinite.
Yeah, it's like a colonization NES, but in SPAAAAAAAAAAAAAAAAAAAAAAAAACE! Because of that, I'm modifying the rules from NukeNES XXV, because an Imperial Era NES is really the closest thing to what I'm planning.
Rules and Regulations
Example stats:
Nation/Player:
Capital:
Government/Controlling Faction:
Head of State/Government:
Stability:
Economic Freedom:
Income:
Army (Home+Colonies):
Army Quality:
Navy (Home(no seas in space, but you could use subs on Europa...)):
Naval Quality:
Air Force (Home+Colonies):
Air Force Quality:
Weapons of Mass Destruction (Home+Colonies)
Weapons of Mass Destruction Quality
Space Navy (Home+Colonies):
Space Navy Quality:
Technology:
Colonies and Territories (Military/Income/Stability):
Projects:
Nation/Player: This is fairly self explanatory.
Capital: This is the seat of your nation's government. If it is taken in war, it can have very detrimental effects and thus I suggest you have a designated back up capital at all times. You can change your capital whenever you feel, however they might be costs involved and could lead to instability. It is highly encouraged to keep your capital on Earth.
Government/Controlling Faction: This is what type of government your nation has and its current controlling faction. Controlling factions change with elections in designated years in democracies. Changes in government and factions affect stability and income, sometimes positive, sometimes negative. Either way, think carefully before changing it.
Head of State/Government: This is your leader(s). Some nations have a separate head of state, often a monarch in this case, and government, often a Prime Minister. For democracies either one or both of these positions change with elections. You can probably look up when your elections should be taking place, but if you cannot find it, ask me or decide yourself.
Stability: This is simply a measure of how close your country is to collapsing. Stability cannot be directly affected and instead is instead increased by doing things like fighting corruption, and increasing welfare. Stability is decreases from changes in government, rapid shifts in economic freedom, long or unpopular wars and decreases in welfare among other things. This stat is measured between 0-10, with 10 being the highest and 5 being where revolution is becoming more imminent. If you reach 3 or below, dissent will rise against the government, at 2 revolts will begin and 0 means outright open revolution.
Economic Freedom: This stat measured the extent to which the government intervenes in the economy. Nations with higher economic freedom receive less overall income, but instead see the development of technologies, infrastructure and industry without direct investment. Economic freedom is measured between a +5 to a 0
Spoiler :
The following increase economic freedom:
large tax cuts
government subsidies to multiple industries or large government contracting to private firms
trade freedom
strong private property rights
lack of labor laws
The following decrease economic freedom:
high tax rates
government buying or ownership in major industries
high tariffs on multiple industries
Many laws regulating credit, trade and business
Strong labor laws in general
large tax cuts
government subsidies to multiple industries or large government contracting to private firms
trade freedom
strong private property rights
lack of labor laws
The following decrease economic freedom:
high tax rates
government buying or ownership in major industries
high tariffs on multiple industries
Many laws regulating credit, trade and business
Strong labor laws in general
Income: This is a nations income after all their agriculture, industries trade and colonies are added up after their economic freedom is taken into account. This is how much a nation actually has to spend. Unspent income will be banked.
Going to War: War is one of the best ways to create an empire. Declaring War in public is vastly preferred, as chances are your people and the world will not condemn you as much. At this time, for the most part, Colonial war is preferred to wars on the Planet for the Imperial powers. However, be cautious when you go to war. If you win a quick and easy victory, you will see a stability boost, but if you lose, the people will be angry and humiliated, especially if you suffer casualties. Casualties is a key way to measure success in Colonial wars, for even if you capture some land on Mars, if the cost is too high, the populace will still be angry over the war.
Army (Home+Colonies): This is the size and composition of your army. It is divided between your forces at home and in the colonies. If your army gets too large, it will have negative effects on your stability and your economy. Growing it too quickly will have similar results, including the deterioration of Army quality. The Following units can be bought by any nation with the available technology:
Spoiler :
Infantry Brigade: This is a simple infantry brigade of about 500 men. It is slightly better at defending than attacking in most instances and comes equipped with their own officers, engineers and medical corps. 1 EP for 5.
Marine Brigade: This is infantry that specializes in amphibious landings and in some cases, combat on ships. It consists of about 3,000 men and comes equipped with their own officers, engineers and medical corps. Requires having a navy. 1 EP for 3.
Tank Brigade: Who doesn't love tanks? They're great on relatively flat surfaces, and have huge guns. They're faster than infantry, too, though they can't fight near mountains. A brigade consists of about 1,000 men and tanks and comes equipped with their own officers, engineers and medical corps. 1 EP for 2.
Artillery Brigades: There are artillery forces, used for siege and firing at the enemy at long ranges. They are useful in both offensive and defensive operations though are not the most mobile of forces. A brigade consists of about 1,500 men and comes equipped with their own officers, engineers and medical corps. Requires some level of explosives. 1 EP for 2.
Airborne Troops: These are airborne forces, used for reconnaissance, scouting, and who knows what else these weapons of war may be able to do? They may even have a use at sea. You may experiment with these at your leisure. Be warned, they will not survive a direct hit by artillery. There are 3 Transport Planes per squadron. 1 ep for 1 squadron.
Conscript Brigades: These are poorly trained and armed forces that perform best using unconventional tactics, though they can be used well enough for defense and garisson. They can only be built if you are fighting a war and are mobilized. They dissolve at the end of wars. You pay no maintenance for conscripts. 1 EP for 10.
Unmanned Drones: It's the future! Because everybody loves to be lazy, what better way to show that off then to just make a robot to kill everybody for you? Of course, they're a bit expensive, as you need a computer station for each one, and training for the men who run them... They also have a chance to be hacked in espionage missions. What makes it worth all this? They don't have morale! 2EP for 1.
Marine Brigade: This is infantry that specializes in amphibious landings and in some cases, combat on ships. It consists of about 3,000 men and comes equipped with their own officers, engineers and medical corps. Requires having a navy. 1 EP for 3.
Tank Brigade: Who doesn't love tanks? They're great on relatively flat surfaces, and have huge guns. They're faster than infantry, too, though they can't fight near mountains. A brigade consists of about 1,000 men and tanks and comes equipped with their own officers, engineers and medical corps. 1 EP for 2.
Artillery Brigades: There are artillery forces, used for siege and firing at the enemy at long ranges. They are useful in both offensive and defensive operations though are not the most mobile of forces. A brigade consists of about 1,500 men and comes equipped with their own officers, engineers and medical corps. Requires some level of explosives. 1 EP for 2.
Airborne Troops: These are airborne forces, used for reconnaissance, scouting, and who knows what else these weapons of war may be able to do? They may even have a use at sea. You may experiment with these at your leisure. Be warned, they will not survive a direct hit by artillery. There are 3 Transport Planes per squadron. 1 ep for 1 squadron.
Conscript Brigades: These are poorly trained and armed forces that perform best using unconventional tactics, though they can be used well enough for defense and garisson. They can only be built if you are fighting a war and are mobilized. They dissolve at the end of wars. You pay no maintenance for conscripts. 1 EP for 10.
Unmanned Drones: It's the future! Because everybody loves to be lazy, what better way to show that off then to just make a robot to kill everybody for you? Of course, they're a bit expensive, as you need a computer station for each one, and training for the men who run them... They also have a chance to be hacked in espionage missions. What makes it worth all this? They don't have morale! 2EP for 1.
Army Readiness: How ready your army is for battle, it costs 5 ep to fully mobilize, 3 ep to Semi Mobilize, and 3 ep to move down a level
Mobilized: The Army is ready for war, and is on a full footing for it. You have the use of all of your troops for actions, and for every 40 brigades, you have to pay 1 ep in maintenance. Long periods of troops on mobilization during peace or war can cause stability hits and slow economic growth
Semi Mobilized: The Army is prepared for war to come in the next year or two, and is preparing for full on mobilization. You have use of 50% of your troops and for every 30 brigades, you pay 1 ep in maintenance Long periods on this will result in stability hits and slow economic growth.
Reserves: The Army has not called up any of the reserves, and the Army is not prepared for war at all. This is the default state of the military, and you will only be able to use 25% of your available forces, paying 1 ep for every 20 brigades you have
Demilitarized: Either forced upon you or by your own choice, your state has almost no armed force capabilities, and the token force you have is easily brushed aside. You will be able to use 10% of your troops, and for every 10 brigades you have, you will pay 2 ep to maintain.
State of the Army: This is the morale of your armies essentially, found after your troop numbers in the army stat. You cannot improve this directly with income, but spending on supplies, training, new officers, weapons, and more can help.
Invigorated: Not only are the troops in pristine fighting condition and supplied, they are eager for the fight that is to come. The troops will fight for every inch of ground, march faster, fight better, and generally outperform other troops. Invigorated troops are a huge boon to an army, and with proper cause for war, can truly be a game changer. Troops will only stay invigorated for so long, and too much time at peace
Healthy: The troops are well supplied and are ready for combat. Though they are not as eager as invigorated troops, they will still fight very well, just not as fanatically. Troops can stay healthy for longer terms if they are fighting on the defensive
Tired: The troops are supplied, and can fight fairly well, but they are not eager for it. These are usually troops who have just gotten out of a war, or are a few years into a war. Be cautious when using tired troops, because they are easier to break than healthy troops. Using troop rotation is a good way to get more mileage out of your soldiers, and it generally takes a few years to bring your troops back to healthy status
Fatigued: The troops have been fighting for a long time or have suffered heavy losses, and are hoping the fighting will end soon. Though they can still fight on the defensive, it is very difficult to launch assaults with fatigued troops. Desertion is an issue, but not a major one. Though it takes longer to replenish the ranks of a fatigued force during peace, after several years the troops can be ready to fight again.
Devastated: These troops have been through a lot, in terms of casualties, fighting, and suffering. Morale is extremely low from the foot soldiers to the general staff, and desertion is common, especially in war time and if they are in enemy territory. These troops cannot launch offensives at all, and even on the defensive will suffer extremely, and will outright surrender sometimes to an invigorated enemy. It can take a long time for a devastated army to recover, and it may be better to sue for peace before your army reaches this state.
Army Quality: This is a measure of an armys training, organization and moral. It is measured between 1 and 10 with 10 being the highest. It can only be increased from experience and long term improvement measures. Conducting training exercises every few years or more maintains it.
Navy (Home+Colonies): This is the size and composition of your navy. As ships sit and new technologies become available, you will notice your own ships degenerate in modernity if they are not continually outfitted with new equipment, though at a certain point this can no longer be done and the ship will have to be scrapped. The Following ships can be bought by any nation with available technology and a port/harbor. Ships will not be available until the turn after you purchase them.
Spoiler :
Dreadnought: Even bigger than Modern Battleships, these ships are titans of the sea. They require at least a modern level shipyard and sea cost to build, though they can be bought from other nations. They can only travel upon the open seas. 4 ep for 1 (can be paid over several turns). It takes 3 years for these to be completed, for every 3 you have, it costs 1 ep to maintain.
Modern Battleship: These are the largest and most advanced ships available. They require at least a modern level shipyard and seacoast to be built, though they can be bought from other nations. They can only travel upon the open sea. 3 EP for 1 (can be paid for over several turns), for every 10 you have, including Standard and Obsolete Battleships, it costs 1 ep to maintain
Standard Battleship: These are average battleships, and generally smaller than the Modern Battleships but can be upgraded a level for 2 EP per ship. They require at least a standard level shipyard and seacoast to be built though, they can be bought from other nations. They can only travel upon the open sea. 2 EP for 1 (can be paid for over several turns), for every 10 you have, including Modern and Obsolete battleships, it costs 1 ep to maintain
Obsolete Battleship: These are battleships build with older technology, and generally smaller than the Standard Battleships but can be upgraded a level for 1 EP per ship. They require at least a mediocre level shipyard and seacoast to be built though, they can be bought from other nations. They can only travel upon the open sea. 1 EP for 1. For every 10 you have, including Modern and Standard Battleships, it costs 1 ep to maintain
Coastal Defense Ship: These are large ships built specifically to defend coasts. They are often built with older technology and are similar in size to Obsolete Battleships. They require at least a mediocre level shipyard and a seacoast to be built though, they can be bought from other nations. They can only travel upon the open sea, large lakes and up and down coasts. 1 EP for 2.
Modern Cruiser: These are the newest and fastest cruisers available. They are built for raiding protection missions. They require steel ships, at least a modern level shipyard and seacoast to be built, though they can be bought from other nations. They can only travel upon the open sea. 1 EP for 2
Aircraft Carrier: They... carry aircraft. They're big targets, and are only medium armed, it's best to escort them with something. 1EP for 1.
Standard Cruiser: These are average level cruisers. Though they are slower than the Modern Cruisers, they are roughly the same size and can be upgraded a level for 1 EP per 3 ship. They are built for raiding protection missions. They require at least a standard level shipyard and seacoast to be built, though they can be bought from other nations. They can only travel upon the open sea. 1 EP for 3
Obsolete Cruiser: These are cruisers built with older technology. They are both smaller and slower than the Standard Cruisers and can be upgraded a level for 1 EP per 4 ships. They are built for raiding protection missions. They require at least a mediocre level shipyard and seacoast to be built, though they can be bought from other nations. They can only travel upon the open sea. 1 EP for 4
Torpedo Boat Destroyer: These vessels are somewhere in size between a cruiser and a torpedo boat. They excel at taking out smaller torpedo vessels and protecting larger ships and are also able to maintain speeds to keep up with a modern fleet on the high seas. They require at least a modern level shipyard and seacoast to be built. 1 EP for 3
Modern Torpedo Vessel: These are the most advanced torpedo vessels available. They require steel ships and at least a modern level shipyard to be built, though they can be bought from other nations. 1 EP for 3
Standard Torpedo Vessel: These are average level torpedo vessels. They are the same size as the Modern Torpedo Vessels, but are slower and less armored and can be upgraded a level for 1 EP for 5 ships. They require at least a standard level shipyard to be built, though they can be bought from other nations. 1 EP for 5
Obsolete Torpedo Vessel: These are torpedo vessels built with the earliest torpedo technology. They are the same size as the Modern and Standard Torpedo Vessels, but are much slower, less armored and use inferior torpedo technology. They cannot be upgraded. They require at least a mediocre level shipyard to be built, though they can be bought from other nations. 1 EP for 8
Gunboat: These are small vessels generally reserved for river or coastal patrol and exploration missions. They are very lightly armored and carry only a few guns of varying size. They require at least a crude shipyard to be built though they can be bought from other nations. 1,000 tons. 1 EP for 5
Submarine: Subs are great for sneak attacks, and can also carry missiles. They can be bought from other nations. 1 EP for 3, but for 2 EP per battleship, you can modify it for warfare in the only sea outside of Earth, Europa...
Naval Quality: This is a measure of a navys training, organization and moral. It is measured between 1 and 10 with 10 being the highest. It can only be increased from experience and long term improvement measures. Conducting training exercises every few years or maintains it.
Air Force (Home+Colonies): The size and composition of your air force. It isn't only useful on Earth, it can be used on any non-asteroid/small moon colony! Great for transporting troops, intelligence, and bombing.
Spoiler :
Transport Planes: They come with airborne brigades, but can also be built on their own. They're weak in combat, but can carry 1/3 of any brigade of infantry, marines, or airborne troops, but airborne troops are stronger when attacking from air, and marines are weaker. 4 for 1 EP.
Fighters: Fighters are designed to attack bombers and transport planes, while defending themselves from other fighters. Your main offensive force in the air. 3 for 1 EP.
Bombers: Bombers cause heavy damage to buildings, but can't defend themselves very well from attacks. They are basically dead if they don't have an escort of fighters. 2 for 1 EP.
Stealth planes: Stealth planes are used for intelligence, and they have a high chance of not being detected. If they are spotted, however, they can't defend themselves well. 2 for 1 EP.
Air Force Quality: This is a measure of an air forces training, organization and moral. It is measured between 1 and 10 with 10 being the highest. It can only be increased from experience and long term improvement measures. Conducting training exercises every few years or maintains it.
Weapons of Mass Destruction: What would a game set in the future be without these? Use them to F*** S*** UP!!! Also, for the cost of 3 EP, you can upgrade them into IPBMs (Inter-Planetary Ballistic Missile) which can travel between planets.
Spoiler :
Nukes: Nothing's more satisfying than pressing a giant red button and watching nuclear death rain upon your enemies, although in the back of your mind, you know they'll probably retaliate... Great for destroying cities, and the surrounding area. 1 for 5 EP.
Bio-Nukes: Although they don't have that satisfying explosion, bio-nukes send a deadly disease into an area. You can RP which disease it is, it could be designed to only affect the immediate area, or it could spread throughout a nation. You have to be careful with these to make sure none of your allies get infected. 8 EP each.
Drillbomb: Althought not very useful on large worlds, Drillbombs are designed to drill to the center of an asteroid/small moon, then blow up, completely destroying the asteroid and whatever mining installation was on it. 7 EPs.
Weapons of Mass Destruction Quality: WMDs have two states: working and not working.
Space Navy (Home+Colonies): There's so much space, and you gotta see it all, so you need a Space Navy to do it. A cross between aircraft and ships, basically.
Spoiler :
Space Transport: Big cargo ships that can transport two human brigades, one tank/artillery brigade, one ship, or one air force squadron. Mostly defenseless. 4 EP each.
Space Fighter: Battleships... IN SPAAAAAAAAAAAAAAACE! Because lasers are a bit too far in the future, and guns aren't particularly effective on ships, Space Fighters are armed to the teeth with (non-nuclear) missiles. 5 EP each.
Scout: A small ship used for exploration purposes, unarmed. 3 EP each.
Space Navy Quality: You should know the drill by now.
Mobilization: Mobilization can only be done during or just before a war. Mobilization allows the recruitment of Conscript brigades, and of more soldiers than would normally be allowed without the initial penalties associated with a large army. Be warned though mobilization over a long period will have effects on your economy, stability, and even your army quality.
Colonies and Territories (Military/Income/Stability): Colonies and territories are a major part of this NES. Colonies and Territories must be specifically designated as such, otherwise they are considered directly integrated into the mother country, which can have potentially detrimental effects. Colonies only have three stats: Military, Income and Stability, with all but the latter also calculated into your overall stats. The advantage of keeping something a colony is that can potentially be more economically beneficial and their stability doesnt drag down that of the mother country. They're also pretty expensive, PM me about the costs. When claiming a new colony, only claim as much as you can realistically harvest or defend with your population, or someone else can take part of the area.
Intelligence/Counter-Intelligence Networks: These can be built over time and with significant investment. In order to use "intelligence" and "espionage" PM me a question/operation and how much EP you want to invest into it. Operations can include sabotage, technology stealing, finding military locations, scouting fortifications, stirring dissent, assassinations, blackmail, and so much more. I will PM you back an answer that may or may not be true with percentage of its likelihood. Remember to also include this in your orders as well. It must pertain to events of a previous update. You cannot ask what someone is going to do.
Projects: The name projects can be misleading; this is simply anything your nation is doing as a whole that is not in the stats. The Lunar Landing could be a project. The Space Elevator. could be a project. A Biological Implant could be a project. Simply PM me the details of the project, and Ill give you an estimate. Sometimes it will be a set EP cost. Other times, it will require yearly input by you. Projects can have effects on your economy, Army and Navy Quality, stability, culture, and so much more. There is always a chance for failure, and in the update, events can happen that delay or increase the cost of the project.
Stories and such:
Stories are not required, but they will provide small bonuses. RThey are encouraged and there could be benefits in that the more I know about the inner-workings of your nation, the more precise calculations I will be able to make according to your and other people's orders.
Orders and NPC Diplomacy: To keep things streamlined and easy, I ask that all orders and diplomacy to an NPC be titled as such "EpicNES: Randomstan Orders" and "EpicNES: Randomstan Diplomacy". Your orders should be formatted (Or similar if yours are more detailed ) to the following:
Spoiler :
Your Stats:
Spending: (Including what your Army/Navy size will be after spending if you bought anything)
Relevant Diplomacy:
Military Actions: (Providing a map showing actions helps for complex maneuvers)
Domestic Actions:
Miscellaneous:
I also ask that you link any posted stories/treaties in your orders if you want them considered.
Updates and Grievances: I will try to get updates done as soon as possible, but remember that the more of your stats you calculate for yourself, the faster the update is finished.
Space Capability: Can your country into space? This shows how much you can colonize, and you need one or a series of Projects to move to the next stage. Note that this means capability, not just what they have done.
Spoiler :
Satellite Stage: They can use satellites, which detect nukes, spy, and stuff, but can't actually put a man in space.
Mexico
Chile
South Africa
Manned Orbit Stage: Can put a man into space. Needed to build space station-type projects, but that's it.
Argentina
Australia
Belgium
Netherlands
Lunar Orbit Stage: Mostly there as a step between a manned orbit and lunar landing. Moon space stations need it, as well as stations at any of the Lagrange points.
Canada
Brazil
South Korea
Sweden
Lunar Landing Stage: Moon colonies need this, and this also proves you are a real power in Space.
United Kingdom
France
Germany
Japan
India
China
Russia
USA
Martian Landing Stage: Once people get to this, I'll say what it is.
Mexico
Chile
South Africa
Manned Orbit Stage: Can put a man into space. Needed to build space station-type projects, but that's it.
Argentina
Australia
Belgium
Netherlands
Lunar Orbit Stage: Mostly there as a step between a manned orbit and lunar landing. Moon space stations need it, as well as stations at any of the Lagrange points.
Canada
Brazil
South Korea
Sweden
Lunar Landing Stage: Moon colonies need this, and this also proves you are a real power in Space.
United Kingdom
France
Germany
Japan
India
China
Russia
USA
Martian Landing Stage: Once people get to this, I'll say what it is.
Starting Map:
Spoiler :
Feel free to create a 2012-2040 history for your country, just keep it realistic, and don't contradict what I've already said.