Goober
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GoobNES01: Fallout
Welcome to GoobNES! My name is RealGoober, and this is my NES! In a nutshell, this is about the world after a devastating Nuclear War between the USSR and USA. You can read more details below. This is my first ever NES. My first time Modding. If ever you need to comment, or critize, then
please go ahead, but make it constructive please. I am usually fairly busy with school, so my time might occaisionally be limited. If you need to reach me, the best ways are by PM, or MSN - smartekid_6 AT hotmail DOT com, AIM - CivFanatican My MSN is also my e-mail, but I would prefer MSN or PM.
Long Version Background
Background - Short Version
The Cuban Missile Crisis went wrong. Very wrong. Kennedy and Khrushev were in their
Hotline, trying to end the dispute, when it happened. Kennedys phone, which had been
improperly manufactured, died. It was during the peak of the conversation, when the rhetoric
was at its peak, when, suddenly, without warnings, the phones died. Both sides though that the
other had hung up, and both sides over-reacted, although Kennedy first. They were both tired,
and had both been trying to end this crisis for 5 days straight, and both were very, very pissed at
each other. Both decided to end this for once and for all.
The USA started it. They launched the first round of Nuclear weapons at the USA. When the
USSR realized what was happening, they immediately retaliated. Yup. Full-out, no holds
barred, Nuclear exchange. But, things immediately went bad for the USA. The USSR had
managed the biggest intelligence coup in the history of the world - they had managed to get
Agents inside the US Nuclear Infrastructure, men that had access to the code to operate most of
the USs Nukes, and men who were able to change the destination for these Nukes. Also, many
of the USA Nukes were sabatoged, and simply failed to go anywhere. These would be rendered
useless, and would have to be taken out, fixed, and replaced. Needless to say, the USA rained
Nukes upon vast stretches of the world, their allies, even one on themselves! The USSR was
still devastated though. As was the USA. And Europe. All those great cities, London, Paris,
Moscow, gone. Not a soul remained in them.
Now it was the new world order. The new Super-powers have yet to be decided. No useable
Nukes remain, except in the UK, and the UK is in Anarchy. Many Nukes did not detonate,
thanks to the USSR, and lie in the Ocean, and on the ground. The new world order now includes
Africa, and the future of the world might well be decided there, or Asia. The United Nations is
no more, who will rebuild it? And, only one nation has any knowledge about Nukes, and that is
the only Nation to be Nuked before this tragedy. Take a wild guess as to whom that might be.
This slaughter of over 1 Billion people occurred on October 17th, 1962. It is not October 18th,
1962. After this, it is in your hands. Are you up to the challenge?
Updates:
I need 50%+ of the current players to have sent me orders to update. I give 24 hours notice before updating. I live in Western Canada, Pacific Time Zone, GMT-8, I think. I need all ORDERS in one place, preferably Stories in the same place. I prefer PMs, I prefer 1 PM of Orders, but I dont penalize for multiple. I encourage you to sent orders by E-mail. I have 2 e-mail addresses, either nathanl AT uvic DOT ca or smartekid_6 AT hotmail DOT com. That way, you can send more in-depth orders in a Word Document, or what have you, and pictures and stuff as well. In an update, I will do all of the stuff that you guys want, and inform everybody of it, and you, of the progress, unless you explicitly say not to, in which case, I will hint at what you are doing. If you attack another nation, everybody will know. I will do random events, which will be both good and bad, depending. The Map shall also be updated. An update shall span 1 year, unless I decide to change it.
Update 0
Update 1, Part 1
Update 1, Part 2
Update 1, Part 3
Update 2, Part 1
Update 2, Part 2
Update 3, Part 1
Update 3, Part 2
Update 4, Part 1
Update 4, Part 2
Update 5, Part 1
Update 5, Part 2
Update 6, Part 1
Update 6, Part 2
Update 7, Part 1
Update 7, Part 2
Update 8, Part 1
Update 8, Part 2
Update 9, Part 1
Update 9, Part 2
Update 10, Part 1
Update 10, Part 2
Update 11, Part 1
Update 11, Part 2
Update 12, Part 1
Update 12, Part 2
Update 13, Part 1
Update 13, Part 2
Update 14, Part 1
Update 14, Part 2
Update 14, Part 3
Update 14, Part 4
Update 14, Part 5
Update 14, Part 6
Update 14, Part 7
Update 15, Part 1
Update 15, Part 2
Update 15, Part 3
Update 16, Part 1
Update 16, Part 2
Update 16, Part 3
Update 17, Part 1
Update 17, Part 2
Update 17, Part 3
Diplomacy:
To be done in this thread, or over Pms, but, if it involved NPC (Non-Player Character) Nations, I do that (obviously). I will try to act as the Nations did historically, if it is too unreasonable, let me know.
What can you be?
You may be a Nation or an organization, like a terrorist group, etc. You can chose any NPC nation to play, or ask my permission to start a non-nation group. The Pope and Religious leaders are the same as nations, for all effects and purposes.
Economy:
This is a measure of how good your nations economy is doing. Each turn, you have eco to spend, which represent a portion of your budget. Note that you automatically spend enough to sustain whatever infrastructure, etc. you have in place. Consider the eco that you spend to be additional. Everything is sustained by your budget, although I reserve the right to make nasty random events occur, or positive ones, which will randomly change things, but never too drastically. In order to advance to the next eco level, you must invest your eco/turn+1 into your economy. There is no maximum eco level. You may invest as much into your economy as you like per turn.
Example:
Your economy is at level 1. You must invest 2 eco to boost your eco/turn to 2. You do not need to invest the eco required to boost your eco/turn to the next level immediately. You can invest over time.
Example: Your current eco/turn is 10. You want to up that to 11. You must invest 11 eco to do it, but it doesn't have to be all at once. You could, for example, invest 5 eco for 2 turns, and one on the 3rd turn. It will be saved for the next turn.
Here are the eco levels, and a description of your economy, at each level:
Shattered (1) - Barely functioning (2) - Mostly Functioning (3) - Functioning (4) - Severe Depression (5) - Depression (6) - Recession (7) - Failing (8) - Stable (9) - Normal (10) - Above Normal (11) - Growing (12) - Strong (13) - Very Strong (14) - Prosperous (15) - Very Prosperous (16) - Extremely Prosperous (17) - Outstanding - (18) - Very Outstanding (19) - Powerhouse (20) - Superpower (21+)
In ones economic stats, one will now see that some people have stats that look like this:
Economy: XXXX (A/B/C/D). This is interpreted as follows:
So, the above person has A invested to increase their economy, they can spend B in one turn, and they have C banked, which means that they spend that C eco anytime they like. Furthermore, they owe D to other countries. If you have any questions about this vital part of this NES, just ask me.
Investors
Investors are the people, groups, etc that make your nation run. These are the companies, individuals, anybody that invests anything into your economy. Generally, your citizens will be happy, and content to invest their money into banks, work at their factories, and buy groceries. as long as they have the right conditions. Those conditions are stability, and good economic planning by your Government. Generally, Joe Average is content to live a nice, happy, boring life, with his 2.2 Kids, his Wife, House, Car, etc. He doesn't like war, instability, prolonged political upheavel, or other nasty events. Joe Average forms the backbone, the base of your economy.
The Foreign investors, on the other hand, are really what makes things tick. They have the money to invest literally anywhere they want. These are the major corperations, the major banks. These are the high-tech companies, the science companies, the real money-makers. They also like stability. They want to set up shop in a nation that is friendly to their companies, that wants them to be there. They like being in one place for a long time, but, if the conditions are not right, they will pick up and move somewhere else - taking their jobs, and the subsequent bonus to your economy with them to some other nation. They don't mind a war abroad. if you aer fighting somewhere else, generally, they don't care, but they, mostly, do not like a domestic war. Except for the Arms companies, they hate wars. They also don't like stability, and political upheavel. They are quick to leave, and hard to entice. Good economic conditions must be present as well. They need encouragements to come to your nation, but not all out and out bribes. Massive bribes to Foreign investors is also not very appealing to your citizens.
For Communist Nations, this system starts to break down. Foreign investors are willing to form partnerships with the Government, so long as they are long-term, and under the right conditions, but they are not so eager to invest, as a general rule, into Communist nations.
Stories:
Stories are definitely a plus. It shows that you have the time and care about your nation enough, and you are a serious NESer. But, if you dont write them, dont worry, we all have our real life issues. Random Bonuses or Events will happen to all nations, just more towards those who write stories. I will give random eco bonuses, troops bonuses, etc. depending on your story, but I will keep it real. I mean, you are not generally gonna go up eco levels, you will just get bonus eco. Note that stories will usually bring positive random events, but can bring negative ones too. And there is the very unlikely possibility that you might lose eco because of it, but I will deal with that by informing the writer.
In addition to doing Public Stories, that is, the ones that you post, you may include Secret Stories, stories that you don't want everyone else to see. those I will read, and give appropriate reward. I will not post those, and it is up to you to post them or not.
Military:
This consists of your Army, Navy, and Air Force, as well as Special Forces (Like the US Delta squad, etc.), Space Forces, and Strategic Forces (WMDs, Nukes, etc.). You tell me what you want increased, I increase it. Simple. I will develop a secret formula for that, if you have suggestions, tell me, please. The amount you get will depend on eco spent, and current Industry. You can improve your forces by investing eco, in the form of a Project. At the beginning, everyone starts off with basic units. They are all essentially equal. In order to get better units, you must develop new technologies. New technologies count as a project. Sometimes your people will volunteer for your army. These volunteers will be like conscripts, but with marginally better training, and much higher morale. They can be converted into infantry cheaper then converting civilians into Infantry.
Industry:
This is how well/good/fast your nation can produce stuff. You can increase it by investing eco, 1 eco for 5 units of industry. It can be destroyed, usually by war, but also by sabatogue, or natural events. The more Industry you have, the quicker you complete projects, and the more military units you get per eco, etc. You can do a Industrialization Project to increase your Industry. Note that your infrastructure is included with your Industry. Increase your industry, increase your infrastructure.
Conscription:
If you want, you can conscript your citizens into your army. Not that these conscripts will not be very well trained, basically just regular people in uniforms and with guns, and will be easily killled, and will run away if the going gets too tough. But, if you need troops, then, well, good cheap source. This will be VERY unpopular, and, if, you conscript too much, and for too long, your people get unhappy, your stability goes down, and you get civil unrest. Not that good Stories might help with that. Volunteers are like Conscripts, but they volunteered. They are still poorly trained, but very eger to defend against whomever is attacking, etc. Their morale, and spirit is higher then conscripts.
New Rules - Selling Technologies:
Technologies like, say, developing a new type of Power Plant, or a new Military unit, maybe be bought or sold at whatever price, and all the eco that is paid is direct profit for the seller of the technology (which is effectively the Liscensing Rights). If you are buying or selling Liscensing Rights, fine, tell me how much, and from and to whom, and I shall change the stats accordingly. If you want NPCs to buy your liscensing Rights, then I will deal with that. Be warned that once you sell Liscensing Rights, there is nothing stopping the buyer from selling them to anybody else, unless you explicitly tell them not to. Once you have developed the Technology, you can build the Unit, similarily, once you have acquired the Liscensing Rights for a specific Technology, you can start building the Unit. You can also sell the Unit. You can determine how many you get for 1 eco, but that price will gradually go down over time, as new technology emerges. When selling the Unit, you get half of the profits as your eco, to spend, rounding down, and the other half, rounding up, goes towards the production and delivery of the actual unit. Your economy will also increase if you are producing big orders for a nation. You can try to steal the liscensing Rights from another nation, and your success will depend on the method taht you describe, your Spy Network, its abilities, and how much you invest in it. It is reccomended that you do not build the exact same Unit, or poeple may get suspicious. I can announce Units or Liscensing Rights that you have for sale in Updates, if you want. Just PM or MSN me.
Example 1: You develop the technology for a tank, for example. You sell the Liscensing Rights (how to build the tank, permission to build the tank, etc.) to another nation for 3 eco. That is 3 eco that you can now Spend. Then, you receive an order from a different nation for 400 Units of the Tanks for, say, 5 eco. Out of that 5 eco, you get 2 eco as profits, and the other 3 go to production costs, and are lost.
Example 2: You develop the technology for a Solar Plant. You decide to sell the Liscensing Rights to another nation for 4 eco. You keep that as profits, and can spend it. You get orders from another nation to build 4 Solar Plants for, say, 2 eco each. Out of the 8 eco total, half go to Production Costs, and 4 are your profits.
Welcome to GoobNES! My name is RealGoober, and this is my NES! In a nutshell, this is about the world after a devastating Nuclear War between the USSR and USA. You can read more details below. This is my first ever NES. My first time Modding. If ever you need to comment, or critize, then
please go ahead, but make it constructive please. I am usually fairly busy with school, so my time might occaisionally be limited. If you need to reach me, the best ways are by PM, or MSN - smartekid_6 AT hotmail DOT com, AIM - CivFanatican My MSN is also my e-mail, but I would prefer MSN or PM.
Long Version Background
Spoiler Short Version Background :
Background - Short Version
The Cuban Missile Crisis went wrong. Very wrong. Kennedy and Khrushev were in their
Hotline, trying to end the dispute, when it happened. Kennedys phone, which had been
improperly manufactured, died. It was during the peak of the conversation, when the rhetoric
was at its peak, when, suddenly, without warnings, the phones died. Both sides though that the
other had hung up, and both sides over-reacted, although Kennedy first. They were both tired,
and had both been trying to end this crisis for 5 days straight, and both were very, very pissed at
each other. Both decided to end this for once and for all.
The USA started it. They launched the first round of Nuclear weapons at the USA. When the
USSR realized what was happening, they immediately retaliated. Yup. Full-out, no holds
barred, Nuclear exchange. But, things immediately went bad for the USA. The USSR had
managed the biggest intelligence coup in the history of the world - they had managed to get
Agents inside the US Nuclear Infrastructure, men that had access to the code to operate most of
the USs Nukes, and men who were able to change the destination for these Nukes. Also, many
of the USA Nukes were sabatoged, and simply failed to go anywhere. These would be rendered
useless, and would have to be taken out, fixed, and replaced. Needless to say, the USA rained
Nukes upon vast stretches of the world, their allies, even one on themselves! The USSR was
still devastated though. As was the USA. And Europe. All those great cities, London, Paris,
Moscow, gone. Not a soul remained in them.
Now it was the new world order. The new Super-powers have yet to be decided. No useable
Nukes remain, except in the UK, and the UK is in Anarchy. Many Nukes did not detonate,
thanks to the USSR, and lie in the Ocean, and on the ground. The new world order now includes
Africa, and the future of the world might well be decided there, or Asia. The United Nations is
no more, who will rebuild it? And, only one nation has any knowledge about Nukes, and that is
the only Nation to be Nuked before this tragedy. Take a wild guess as to whom that might be.
This slaughter of over 1 Billion people occurred on October 17th, 1962. It is not October 18th,
1962. After this, it is in your hands. Are you up to the challenge?
Spoiler Rules - Updates :
Updates:
I need 50%+ of the current players to have sent me orders to update. I give 24 hours notice before updating. I live in Western Canada, Pacific Time Zone, GMT-8, I think. I need all ORDERS in one place, preferably Stories in the same place. I prefer PMs, I prefer 1 PM of Orders, but I dont penalize for multiple. I encourage you to sent orders by E-mail. I have 2 e-mail addresses, either nathanl AT uvic DOT ca or smartekid_6 AT hotmail DOT com. That way, you can send more in-depth orders in a Word Document, or what have you, and pictures and stuff as well. In an update, I will do all of the stuff that you guys want, and inform everybody of it, and you, of the progress, unless you explicitly say not to, in which case, I will hint at what you are doing. If you attack another nation, everybody will know. I will do random events, which will be both good and bad, depending. The Map shall also be updated. An update shall span 1 year, unless I decide to change it.
Update 0
Update 1, Part 1
Update 1, Part 2
Update 1, Part 3
Update 2, Part 1
Update 2, Part 2
Update 3, Part 1
Update 3, Part 2
Update 4, Part 1
Update 4, Part 2
Update 5, Part 1
Update 5, Part 2
Update 6, Part 1
Update 6, Part 2
Update 7, Part 1
Update 7, Part 2
Update 8, Part 1
Update 8, Part 2
Update 9, Part 1
Update 9, Part 2
Update 10, Part 1
Update 10, Part 2
Update 11, Part 1
Update 11, Part 2
Update 12, Part 1
Update 12, Part 2
Update 13, Part 1
Update 13, Part 2
Update 14, Part 1
Update 14, Part 2
Update 14, Part 3
Update 14, Part 4
Update 14, Part 5
Update 14, Part 6
Update 14, Part 7
Update 15, Part 1
Update 15, Part 2
Update 15, Part 3
Update 16, Part 1
Update 16, Part 2
Update 16, Part 3
Update 17, Part 1
Update 17, Part 2
Update 17, Part 3
Spoiler Rules - Diplomacy :
Diplomacy:
To be done in this thread, or over Pms, but, if it involved NPC (Non-Player Character) Nations, I do that (obviously). I will try to act as the Nations did historically, if it is too unreasonable, let me know.
Spoiler Rules - Who can you be? :
What can you be?
You may be a Nation or an organization, like a terrorist group, etc. You can chose any NPC nation to play, or ask my permission to start a non-nation group. The Pope and Religious leaders are the same as nations, for all effects and purposes.
Spoiler Rules - Economy :
Economy:
This is a measure of how good your nations economy is doing. Each turn, you have eco to spend, which represent a portion of your budget. Note that you automatically spend enough to sustain whatever infrastructure, etc. you have in place. Consider the eco that you spend to be additional. Everything is sustained by your budget, although I reserve the right to make nasty random events occur, or positive ones, which will randomly change things, but never too drastically. In order to advance to the next eco level, you must invest your eco/turn+1 into your economy. There is no maximum eco level. You may invest as much into your economy as you like per turn.
Example:
Your economy is at level 1. You must invest 2 eco to boost your eco/turn to 2. You do not need to invest the eco required to boost your eco/turn to the next level immediately. You can invest over time.
Example: Your current eco/turn is 10. You want to up that to 11. You must invest 11 eco to do it, but it doesn't have to be all at once. You could, for example, invest 5 eco for 2 turns, and one on the 3rd turn. It will be saved for the next turn.
Here are the eco levels, and a description of your economy, at each level:
Shattered (1) - Barely functioning (2) - Mostly Functioning (3) - Functioning (4) - Severe Depression (5) - Depression (6) - Recession (7) - Failing (8) - Stable (9) - Normal (10) - Above Normal (11) - Growing (12) - Strong (13) - Very Strong (14) - Prosperous (15) - Very Prosperous (16) - Extremely Prosperous (17) - Outstanding - (18) - Very Outstanding (19) - Powerhouse (20) - Superpower (21+)
In ones economic stats, one will now see that some people have stats that look like this:
Economy: XXXX (A/B/C/D). This is interpreted as follows:
- XXXX - Verbal Description of your Economy
- A - Eco required to raise economy to next level (B+1)
- B - Eco you spend/turn (Don't forget Bonus eco, etc.)
- C - Eco that you have banked, and can spend anytime.
- D - Eco that you owe other people, your Debt. Note that this goes up over time, due to Interest.
So, the above person has A invested to increase their economy, they can spend B in one turn, and they have C banked, which means that they spend that C eco anytime they like. Furthermore, they owe D to other countries. If you have any questions about this vital part of this NES, just ask me.
Spoiler Rules - Investors :
Investors
Investors are the people, groups, etc that make your nation run. These are the companies, individuals, anybody that invests anything into your economy. Generally, your citizens will be happy, and content to invest their money into banks, work at their factories, and buy groceries. as long as they have the right conditions. Those conditions are stability, and good economic planning by your Government. Generally, Joe Average is content to live a nice, happy, boring life, with his 2.2 Kids, his Wife, House, Car, etc. He doesn't like war, instability, prolonged political upheavel, or other nasty events. Joe Average forms the backbone, the base of your economy.
The Foreign investors, on the other hand, are really what makes things tick. They have the money to invest literally anywhere they want. These are the major corperations, the major banks. These are the high-tech companies, the science companies, the real money-makers. They also like stability. They want to set up shop in a nation that is friendly to their companies, that wants them to be there. They like being in one place for a long time, but, if the conditions are not right, they will pick up and move somewhere else - taking their jobs, and the subsequent bonus to your economy with them to some other nation. They don't mind a war abroad. if you aer fighting somewhere else, generally, they don't care, but they, mostly, do not like a domestic war. Except for the Arms companies, they hate wars. They also don't like stability, and political upheavel. They are quick to leave, and hard to entice. Good economic conditions must be present as well. They need encouragements to come to your nation, but not all out and out bribes. Massive bribes to Foreign investors is also not very appealing to your citizens.
For Communist Nations, this system starts to break down. Foreign investors are willing to form partnerships with the Government, so long as they are long-term, and under the right conditions, but they are not so eager to invest, as a general rule, into Communist nations.
Spoiler Rules - Stories :
Stories:
Stories are definitely a plus. It shows that you have the time and care about your nation enough, and you are a serious NESer. But, if you dont write them, dont worry, we all have our real life issues. Random Bonuses or Events will happen to all nations, just more towards those who write stories. I will give random eco bonuses, troops bonuses, etc. depending on your story, but I will keep it real. I mean, you are not generally gonna go up eco levels, you will just get bonus eco. Note that stories will usually bring positive random events, but can bring negative ones too. And there is the very unlikely possibility that you might lose eco because of it, but I will deal with that by informing the writer.
In addition to doing Public Stories, that is, the ones that you post, you may include Secret Stories, stories that you don't want everyone else to see. those I will read, and give appropriate reward. I will not post those, and it is up to you to post them or not.
Spoiler Rule - Military :
Military:
This consists of your Army, Navy, and Air Force, as well as Special Forces (Like the US Delta squad, etc.), Space Forces, and Strategic Forces (WMDs, Nukes, etc.). You tell me what you want increased, I increase it. Simple. I will develop a secret formula for that, if you have suggestions, tell me, please. The amount you get will depend on eco spent, and current Industry. You can improve your forces by investing eco, in the form of a Project. At the beginning, everyone starts off with basic units. They are all essentially equal. In order to get better units, you must develop new technologies. New technologies count as a project. Sometimes your people will volunteer for your army. These volunteers will be like conscripts, but with marginally better training, and much higher morale. They can be converted into infantry cheaper then converting civilians into Infantry.
Spoiler Rules - Industry :
Industry:
This is how well/good/fast your nation can produce stuff. You can increase it by investing eco, 1 eco for 5 units of industry. It can be destroyed, usually by war, but also by sabatogue, or natural events. The more Industry you have, the quicker you complete projects, and the more military units you get per eco, etc. You can do a Industrialization Project to increase your Industry. Note that your infrastructure is included with your Industry. Increase your industry, increase your infrastructure.
Spoiler Rules - Conscription :
Conscription:
If you want, you can conscript your citizens into your army. Not that these conscripts will not be very well trained, basically just regular people in uniforms and with guns, and will be easily killled, and will run away if the going gets too tough. But, if you need troops, then, well, good cheap source. This will be VERY unpopular, and, if, you conscript too much, and for too long, your people get unhappy, your stability goes down, and you get civil unrest. Not that good Stories might help with that. Volunteers are like Conscripts, but they volunteered. They are still poorly trained, but very eger to defend against whomever is attacking, etc. Their morale, and spirit is higher then conscripts.
Spoiler Rules - Technologies :
New Rules - Selling Technologies:
Technologies like, say, developing a new type of Power Plant, or a new Military unit, maybe be bought or sold at whatever price, and all the eco that is paid is direct profit for the seller of the technology (which is effectively the Liscensing Rights). If you are buying or selling Liscensing Rights, fine, tell me how much, and from and to whom, and I shall change the stats accordingly. If you want NPCs to buy your liscensing Rights, then I will deal with that. Be warned that once you sell Liscensing Rights, there is nothing stopping the buyer from selling them to anybody else, unless you explicitly tell them not to. Once you have developed the Technology, you can build the Unit, similarily, once you have acquired the Liscensing Rights for a specific Technology, you can start building the Unit. You can also sell the Unit. You can determine how many you get for 1 eco, but that price will gradually go down over time, as new technology emerges. When selling the Unit, you get half of the profits as your eco, to spend, rounding down, and the other half, rounding up, goes towards the production and delivery of the actual unit. Your economy will also increase if you are producing big orders for a nation. You can try to steal the liscensing Rights from another nation, and your success will depend on the method taht you describe, your Spy Network, its abilities, and how much you invest in it. It is reccomended that you do not build the exact same Unit, or poeple may get suspicious. I can announce Units or Liscensing Rights that you have for sale in Updates, if you want. Just PM or MSN me.
Example 1: You develop the technology for a tank, for example. You sell the Liscensing Rights (how to build the tank, permission to build the tank, etc.) to another nation for 3 eco. That is 3 eco that you can now Spend. Then, you receive an order from a different nation for 400 Units of the Tanks for, say, 5 eco. Out of that 5 eco, you get 2 eco as profits, and the other 3 go to production costs, and are lost.
Example 2: You develop the technology for a Solar Plant. You decide to sell the Liscensing Rights to another nation for 4 eco. You keep that as profits, and can spend it. You get orders from another nation to build 4 Solar Plants for, say, 2 eco each. Out of the 8 eco total, half go to Production Costs, and 4 are your profits.