NEXT ORDERS DUE: Monday, August 30, 2010.
Background:
The Islas del Hacha were discovered by the Spanish during the late seventeenth century, located in the remotest regions of the eastern Pacific, and thoroughly unpopulated of animal or human life. The Spanish were the first to introduce various animals to the region, including pigs, horses, and cattle. Ultimately, the islands exchanged hands to the French in the seventeenth century and were finally captured by the British before the American Revolution. The British ruled the island for a considerable time, and used it as a dumping ground for unwanted minorities, and many who were not lucky enough to get sent to Australia got sent here instead. Unusually for most colonial possessions, the Islas avoided the specter of slavery, as it was decisively proven that most cash crops died in the soil, with very few exceptions
The Islas del Hacha were a popular destination for those who didn't want to be found throughout the nineteenth and twentieth centuries, and the population began to boom. During the Second World War, the islands were effectively taken over by the American military, though hardly used when it was determined that they were strategically irrelevant to the war effort. The end of the war resulted in the islands gaining their independence from Britain, and forming a relatively stable democracy.
During the Cold War, both the Americans and Soviets took an interest in the island, resulting in the outbreak of civil war throughout the 1960s and 1970s. Ultimately a new republic was restored and the island went through a moderate period of prosperity as the superpowers forgot them to the seas. In 1994, the republic was overthrown by the ruthless General Jules Clarke, who instituted harsh control and effectively sealed the island off from the outside world except from arms import.
The current economy of the Islas del Hacha is based around subsistence farming, though most of the wealth has come from the booming tourist trade and transient commerce between Australia and the Americas. Some islands tend to be more prosperous than others, and overall standards of living are clearly rated in the Third World. As the nation continues to destabilize, the tourists have begun to dry up, and the economic situation becomes more and more dire. Now, in 2010, the government's hold on the islands seems to be crumbling, and members of the outside world have begun to take an interest. Various factions are rising to challenge Clarke's rule and ultimately only one will take control of the islands.
Geography:
The largest island of the Islas del Hacha is the Isla del Hacha de Guerra, where the majority of the population is located. Most people tend to live on the eastern part of the island, which is flatter and more developed than the rest. The region between Nessos, Namraw, and Jeffersonsville has tended to be the most prosperous, as the area is filled with local farms and rolling hills. The portion of the island to the west of Nessos is standard of most islands in the Pacific, with sandy beaches and impenetrable jungle throughout the mountainous center of the island.
The northern most islands of the Islas del Hacha are known locally as the Islas de los ejes que Lanzan. The city of Citana is by far the largest settlement in the region, and have been known to be the heart of the chain's tourist trade.
The other major island of the chain is the Isla del Asesino, with its capital of Crezburg. During the Cold War, the various mines on this island produced goods which the various factions sold indiscriminately to both the Soviet Union and the United States. Under Clarke, the mines have begun producing again, selling iron and other goods to whatever buyers happen to materialize.
Rules:
First, you need to choose a “class” for your character. This will give him or her pros or cons depending on their specialty. The three classes are:
Politician:
+ Will gather support from the masses more quickly
- May have trouble in advanced military planning
*Starts with 100 Farmers
Ex-General:
+ Will have a distinct advantage in military maneuvering
- Will have greater likelihood of foreign support for opposition
*Starts with 100 Militia, 1 Camp
Priest:
+Increased public and foreign support
-Poor military quality
*Starts with 150 Farmers
Businessman:
+Increased revenue whenever applicable
-Will have trouble gaining local support
*Starts with 25 Mercenaries, 1 camp
Anyways, once we're done with that, we go to credits. You receive 5,000 to begin with and can increase this amount in various ways. You can increase both your army and gold at the same time, but to do this you'd have to take a risk in the gathering of gold. For example, here are the two possibilities.
- Recruit men into army, pillage local banks (possibly successful robbery)
- Sell crops at market (Guaranteed increase in credits)
As for the army... you buy troops based on how much money you have, or, how good you are in persuading the local populace to your cause. For example, you could not increase your army at all, but if you gain support from the common man, you could get plenty of loyal, but inexperienced, men to pick up whatever weapon they have lying around at home and join your cause. On the other hand, even if the people hate you, you could still use your wealth to get you a number of trained soldiers.
The amount you start with is the same throughout, and you can see it below.
Government is simple enough. Just choose whatever kind of government your character wants.
Base is your base of operations. Name a town or region on the map where your movement will be centered (hint: don't do it in/near the capital city).
There are also rivers and roads (gray lines) located throughout the Islas del Hacha. They serve as a way for the government's army and local trade to move around. Although the road system is nowhere near the quality of US interstates, it is still widely traveled and mostly paved. Staying near roads and rivers means that you can ambush passing traffic. However it also means that the government troops can get to you very quickly.
---------------------------------------------------------------------------------------------------------
Template
Faction:
Leader:
Class:
Credits: 5,000
Army:
Navy: none
Air Force: none
Structures:
Government:
Base:
---------------------------------------------------------------------------------------------------------
Armory
Foot soldiers (primary fighting/peacekeeping force)
100 Farmers: 500 Credits (weak organization and firepower)
100 Militia: 1000 Credits (moderate organization and firepower)
100 Paramilitary: 1500 Credits (high organization and firepower)
100 Mercenaries: 2000 Credits (very high organization and firepower)
Vehicles (mobilizes foot soldiers, supporting force)
10 Trucks: 750 Credits (No firepower)
10 Technicals: 1250 Credits (weak firepower)
10 APCs: 1750 Credits (moderate firepower)
10 Light Tanks: 2500 Credits (High firepower)
5 Heavy Tanks: 5000 Credits (Very High Firepower)
*Cannot be split into smaller amounts for less cash. The foreigners selling this aren't willing to send just a single tank.
Ships (allows sea movement, supports shore/naval combat)
1 Fishing Boat: 1500 Credits (weak firepower- rams)
1 PT Boat: 2500 Credits (moderate firepower- machine gun)
1 Corvette: 3500 Credits (high firepower- heavy machine guns)
1 Destroyer: 5000 Credits (very high firepower- light cannons)
*Can only buy if you have access to a navigable body of water
Aircraft (allows movement, supports all combat, scouts)
1 Balloon: 2000 credits (no firepower, scout)
1 Civilian Utility Aircraft: 3500 credits (no firepower, scout, light cargo (not troop transport))
1 Transport Helicopter: 4000 credits (light firepower - machine guns, troop transport, medevac)
1 Attack Helicopter: 4000 credits (medium firepower - machine guns, rockets)
1 Cargo Airplane: 4500 credits (no firepower, can transport vehicles)
1 Jet: 5000 credits (heavy firepower - machine guns, rockets, anti-tank bombs)
*Airfield required for: Jet, Cargo Airplane, and Civilian Utility Aircraft
Military Structures (for if you don't have an entire city under your control or living out in the jungle. Not necessary if you only have Farmers, only 1 camp necessary for all others (though will be easy to attack))
1 Camp: 500 credits (basic bare bones living camp for your men)
1 Fort: 1500 credits (fortified camp)
1 Base: 2500 credits (fortified base with more "modern" structures (kitchen, headquarters, etc.))
1 Airfield: 5000 credits (necessary for Jets, Cargo Airplanes, and Civilian Utility Aircrafts)
Civilian Structures (These require that you have sole control over a civilian center, whether it be a village or a major city; only one of each can be built per community you control)
1 Recruiting Center: 3000 credits (Provides various amounts of random Farmers or Paramilitary each turn)
1 Business Headquarters: 5000 credits (Provides varying amounts of income each turn)
1 Hotel: 10000 credits (Provides income, brings in foreign support, and occasionally even gives free volunteer forces from abroad)
---------------------------------------------------------------------------------------------------------
I cannot promise regular updates, though I will do my best, as this is a nice, small NES. I encourage players to fill in the blanks within the updates, which will be short and sweet. The minute I make a two-poster update with this, is the minute I know I'm working too hard.
Note: Thank you to aaminion for the original rules, Warman17 for the original rules and idea, and bestshot for making me want to moderate this because he failed to appease me by moderating his own
.
Also, players are encouraged to be creative.
Is it better to be Feared or Loved?
The below stats are various popularity stats in the various communities of the Islas del Hacha. Negative percentages mean that you are disliked or feared by the community, while positive percentages mean you are respected or loved. If you reach 100% positive or negative, you will receive unwavering support from that community to you alone.
Abbadun:
Size: Town
Federal Government: 50%
Bluetm:
Size: Town
Federal Government: 40%
Del Hacha Liberation Front: 20%
Citana:
Size: City
Federal Government: 50%
Captain Al's Fish Sandwiches: 10%
Crezburg:
Size: City
Federal Government: 40%
Democratic Alliance of Del Hacha: 10%
Dachston:
Size: Town
Federal Government: 50%
Daston:
Size: Town
Federal Government: 60%
Los Bravos: -10%
Elaza:
Size: Town
Federal Government: 50%
People's Liberation Movement: 5%
El Moose:
Size: Town
Federal Government: 20%
Black Boots: 40%
Freeport:
Size: City
Federal Governnment: 60%
Elite Escort Services: -5%
Del Hacha Liberation Army: -5%
Haserin:
Size: Town
Federal Government: 45%
Strelkov Corporations: 5%
Heraclius:
Size: Town
Federal Government: 50%
Huslau:
Size: Town
Federal Government: 60%
Del Hacha Liberation Army: 5%
Elite Escort Services: -10%
Jasonville:
Size: City
Federal Government: 45%
Paul and Co.: 5%
Jeffersonville:
Size: City
Federal Government: 45%
Islas del Hacha Patriotic Front: 10%
Joakimville:
Size: Town
Federal Government: 50%
Democratic Alliance of Del Hacha: 5%
Justown:
Size: Town
Federal Government: 40%
The Church of Christ Our Saviour: 10%
International Republic of Hacha: 10%
Del Hacha Liberation Army: 5%
Luckytown:
Size: Town
Federal Government: 45%
Republican Guard: 5%
Mattsville:
Size: Town
Federal Government: 50%
Morpork:
Size: Town
Federal Government: 50%
Democratic Alliance of Del Hacha: 10%
Namraw:
Size: City
Federal Government: 65%
Armani Cartel: -5%
Islas del Hacha Pty Ltd Movement: -20%
Nessos:
Size: Capital City
Federal Government: 60%
Nuccid:
Size: Town
Federal Government: 50%
Port Erez:
Size: Town
Federal Government: 45%
Democratic Alliance of Del Hacha: 10%
Minutemen Defense Group: 5%
Uknem:
Size: Town
Federal Government: 50%
Victoria:
Size: Town
Federal Government: 60%
Mali Enterprise: -10%
Background:
The Islas del Hacha were discovered by the Spanish during the late seventeenth century, located in the remotest regions of the eastern Pacific, and thoroughly unpopulated of animal or human life. The Spanish were the first to introduce various animals to the region, including pigs, horses, and cattle. Ultimately, the islands exchanged hands to the French in the seventeenth century and were finally captured by the British before the American Revolution. The British ruled the island for a considerable time, and used it as a dumping ground for unwanted minorities, and many who were not lucky enough to get sent to Australia got sent here instead. Unusually for most colonial possessions, the Islas avoided the specter of slavery, as it was decisively proven that most cash crops died in the soil, with very few exceptions
The Islas del Hacha were a popular destination for those who didn't want to be found throughout the nineteenth and twentieth centuries, and the population began to boom. During the Second World War, the islands were effectively taken over by the American military, though hardly used when it was determined that they were strategically irrelevant to the war effort. The end of the war resulted in the islands gaining their independence from Britain, and forming a relatively stable democracy.
During the Cold War, both the Americans and Soviets took an interest in the island, resulting in the outbreak of civil war throughout the 1960s and 1970s. Ultimately a new republic was restored and the island went through a moderate period of prosperity as the superpowers forgot them to the seas. In 1994, the republic was overthrown by the ruthless General Jules Clarke, who instituted harsh control and effectively sealed the island off from the outside world except from arms import.
The current economy of the Islas del Hacha is based around subsistence farming, though most of the wealth has come from the booming tourist trade and transient commerce between Australia and the Americas. Some islands tend to be more prosperous than others, and overall standards of living are clearly rated in the Third World. As the nation continues to destabilize, the tourists have begun to dry up, and the economic situation becomes more and more dire. Now, in 2010, the government's hold on the islands seems to be crumbling, and members of the outside world have begun to take an interest. Various factions are rising to challenge Clarke's rule and ultimately only one will take control of the islands.
Geography:
The largest island of the Islas del Hacha is the Isla del Hacha de Guerra, where the majority of the population is located. Most people tend to live on the eastern part of the island, which is flatter and more developed than the rest. The region between Nessos, Namraw, and Jeffersonsville has tended to be the most prosperous, as the area is filled with local farms and rolling hills. The portion of the island to the west of Nessos is standard of most islands in the Pacific, with sandy beaches and impenetrable jungle throughout the mountainous center of the island.
The northern most islands of the Islas del Hacha are known locally as the Islas de los ejes que Lanzan. The city of Citana is by far the largest settlement in the region, and have been known to be the heart of the chain's tourist trade.
The other major island of the chain is the Isla del Asesino, with its capital of Crezburg. During the Cold War, the various mines on this island produced goods which the various factions sold indiscriminately to both the Soviet Union and the United States. Under Clarke, the mines have begun producing again, selling iron and other goods to whatever buyers happen to materialize.
Rules:
First, you need to choose a “class” for your character. This will give him or her pros or cons depending on their specialty. The three classes are:
Politician:
+ Will gather support from the masses more quickly
- May have trouble in advanced military planning
*Starts with 100 Farmers
Ex-General:
+ Will have a distinct advantage in military maneuvering
- Will have greater likelihood of foreign support for opposition
*Starts with 100 Militia, 1 Camp
Priest:
+Increased public and foreign support
-Poor military quality
*Starts with 150 Farmers
Businessman:
+Increased revenue whenever applicable
-Will have trouble gaining local support
*Starts with 25 Mercenaries, 1 camp
Anyways, once we're done with that, we go to credits. You receive 5,000 to begin with and can increase this amount in various ways. You can increase both your army and gold at the same time, but to do this you'd have to take a risk in the gathering of gold. For example, here are the two possibilities.
- Recruit men into army, pillage local banks (possibly successful robbery)
- Sell crops at market (Guaranteed increase in credits)
As for the army... you buy troops based on how much money you have, or, how good you are in persuading the local populace to your cause. For example, you could not increase your army at all, but if you gain support from the common man, you could get plenty of loyal, but inexperienced, men to pick up whatever weapon they have lying around at home and join your cause. On the other hand, even if the people hate you, you could still use your wealth to get you a number of trained soldiers.
The amount you start with is the same throughout, and you can see it below.
Government is simple enough. Just choose whatever kind of government your character wants.
Base is your base of operations. Name a town or region on the map where your movement will be centered (hint: don't do it in/near the capital city).
There are also rivers and roads (gray lines) located throughout the Islas del Hacha. They serve as a way for the government's army and local trade to move around. Although the road system is nowhere near the quality of US interstates, it is still widely traveled and mostly paved. Staying near roads and rivers means that you can ambush passing traffic. However it also means that the government troops can get to you very quickly.
---------------------------------------------------------------------------------------------------------
Template
Faction:
Leader:
Class:
Credits: 5,000
Army:
Navy: none
Air Force: none
Structures:
Government:
Base:
---------------------------------------------------------------------------------------------------------
Armory
Foot soldiers (primary fighting/peacekeeping force)
100 Farmers: 500 Credits (weak organization and firepower)
100 Militia: 1000 Credits (moderate organization and firepower)
100 Paramilitary: 1500 Credits (high organization and firepower)
100 Mercenaries: 2000 Credits (very high organization and firepower)
Vehicles (mobilizes foot soldiers, supporting force)
10 Trucks: 750 Credits (No firepower)
10 Technicals: 1250 Credits (weak firepower)
10 APCs: 1750 Credits (moderate firepower)
10 Light Tanks: 2500 Credits (High firepower)
5 Heavy Tanks: 5000 Credits (Very High Firepower)
*Cannot be split into smaller amounts for less cash. The foreigners selling this aren't willing to send just a single tank.
Ships (allows sea movement, supports shore/naval combat)
1 Fishing Boat: 1500 Credits (weak firepower- rams)
1 PT Boat: 2500 Credits (moderate firepower- machine gun)
1 Corvette: 3500 Credits (high firepower- heavy machine guns)
1 Destroyer: 5000 Credits (very high firepower- light cannons)
*Can only buy if you have access to a navigable body of water
Aircraft (allows movement, supports all combat, scouts)
1 Balloon: 2000 credits (no firepower, scout)
1 Civilian Utility Aircraft: 3500 credits (no firepower, scout, light cargo (not troop transport))
1 Transport Helicopter: 4000 credits (light firepower - machine guns, troop transport, medevac)
1 Attack Helicopter: 4000 credits (medium firepower - machine guns, rockets)
1 Cargo Airplane: 4500 credits (no firepower, can transport vehicles)
1 Jet: 5000 credits (heavy firepower - machine guns, rockets, anti-tank bombs)
*Airfield required for: Jet, Cargo Airplane, and Civilian Utility Aircraft
Military Structures (for if you don't have an entire city under your control or living out in the jungle. Not necessary if you only have Farmers, only 1 camp necessary for all others (though will be easy to attack))
1 Camp: 500 credits (basic bare bones living camp for your men)
1 Fort: 1500 credits (fortified camp)
1 Base: 2500 credits (fortified base with more "modern" structures (kitchen, headquarters, etc.))
1 Airfield: 5000 credits (necessary for Jets, Cargo Airplanes, and Civilian Utility Aircrafts)
Civilian Structures (These require that you have sole control over a civilian center, whether it be a village or a major city; only one of each can be built per community you control)
1 Recruiting Center: 3000 credits (Provides various amounts of random Farmers or Paramilitary each turn)
1 Business Headquarters: 5000 credits (Provides varying amounts of income each turn)
1 Hotel: 10000 credits (Provides income, brings in foreign support, and occasionally even gives free volunteer forces from abroad)
---------------------------------------------------------------------------------------------------------
I cannot promise regular updates, though I will do my best, as this is a nice, small NES. I encourage players to fill in the blanks within the updates, which will be short and sweet. The minute I make a two-poster update with this, is the minute I know I'm working too hard.
Note: Thank you to aaminion for the original rules, Warman17 for the original rules and idea, and bestshot for making me want to moderate this because he failed to appease me by moderating his own

Also, players are encouraged to be creative.
Is it better to be Feared or Loved?
The below stats are various popularity stats in the various communities of the Islas del Hacha. Negative percentages mean that you are disliked or feared by the community, while positive percentages mean you are respected or loved. If you reach 100% positive or negative, you will receive unwavering support from that community to you alone.
Abbadun:
Size: Town
Federal Government: 50%
Bluetm:
Size: Town
Federal Government: 40%
Del Hacha Liberation Front: 20%
Citana:
Size: City
Federal Government: 50%
Captain Al's Fish Sandwiches: 10%
Crezburg:
Size: City
Federal Government: 40%
Democratic Alliance of Del Hacha: 10%
Dachston:
Size: Town
Federal Government: 50%
Daston:
Size: Town
Federal Government: 60%
Los Bravos: -10%
Elaza:
Size: Town
Federal Government: 50%
People's Liberation Movement: 5%
El Moose:
Size: Town
Federal Government: 20%
Black Boots: 40%
Freeport:
Size: City
Federal Governnment: 60%
Elite Escort Services: -5%
Del Hacha Liberation Army: -5%
Haserin:
Size: Town
Federal Government: 45%
Strelkov Corporations: 5%
Heraclius:
Size: Town
Federal Government: 50%
Huslau:
Size: Town
Federal Government: 60%
Del Hacha Liberation Army: 5%
Elite Escort Services: -10%
Jasonville:
Size: City
Federal Government: 45%
Paul and Co.: 5%
Jeffersonville:
Size: City
Federal Government: 45%
Islas del Hacha Patriotic Front: 10%
Joakimville:
Size: Town
Federal Government: 50%
Democratic Alliance of Del Hacha: 5%
Justown:
Size: Town
Federal Government: 40%
The Church of Christ Our Saviour: 10%
International Republic of Hacha: 10%
Del Hacha Liberation Army: 5%
Luckytown:
Size: Town
Federal Government: 45%
Republican Guard: 5%
Mattsville:
Size: Town
Federal Government: 50%
Morpork:
Size: Town
Federal Government: 50%
Democratic Alliance of Del Hacha: 10%
Namraw:
Size: City
Federal Government: 65%
Armani Cartel: -5%
Islas del Hacha Pty Ltd Movement: -20%
Nessos:
Size: Capital City
Federal Government: 60%
Nuccid:
Size: Town
Federal Government: 50%
Port Erez:
Size: Town
Federal Government: 45%
Democratic Alliance of Del Hacha: 10%
Minutemen Defense Group: 5%
Uknem:
Size: Town
Federal Government: 50%
Victoria:
Size: Town
Federal Government: 60%
Mali Enterprise: -10%