Goober
Turning Right ...
GoobNES01: Fallout
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 in First Year Engineering at University,
so my time might be limited sometimes. 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. My AIM is not working right now.
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 inn the same place. I
prefer Pms, I prefer 1 PM of Orders, but I dont penalize for multiple. 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 (NUKES! I mean, not that I am hinting at
anything . . . ), which will be both good and bad, depending. The Map shall also be updated. An
update shall span 6 months, unless I decide to change it.
Pre-update
Update 1
Update 1 Map
Addition to Update 1
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
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?
I have decided to make this NES different. You can take a Nation sure. But, you could also be an organization, like the head of the new UN, for example, or the Pope. Or, a rebel group. Or, a terrorist group. Let your imagination go wild! As a Character, try to be realistic. If you are not, you will be informed of that. I reserve the right to remove anyone if they are acting
unreasonable, but I will give prior warning, and I will be lenient. This is my first NES, I will try to be lenient, and fair. Yes, you can also be just a regular citizen or a company as well. Literally, anything.
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.
The maximum eco level is 20/turn, but even that can be boosted by trade and such.
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)
Additional Note - This economy system is like Stormy's, but you can invest as much as you want into your economy, every turn. It is theorectically possible, if you get enough eco, to raise your economy from level 1 to level 20 in one turn, it would just require 210 eco.
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.
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.
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. Note that I might randomly give bonusses in the form of Military units, like x nation gets +5 tanks, or whatever the case may be.
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 (This is a HINT!) 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.
Mobilization:
Rather like Mobilization in all other Games. You can only spend your eco on military units and troops, but you get more of them. This is basically for going to war, and you get a bonus eco every 3 turns while in mobilization. like Conscription, this is not popular, and will lead to trouble if it goes on too far. Note that this and Martial Law are different.
Selling Techs, etc. to NPC Nations
If you want to sell Technologies, or you want NPC nations invest in things like Stock Exchanges, or the like, then you cannot simply ask me "So, Goobs, how many will invest into this?". I really am starting to hate that, since there are so many NPCs, its hard to think which ones would want what. From this point henceforth, you must give me a reasonable list of nations that you are selling a tech, or offering to invest in something. By reasonable I mean you must look through the NPC nations, and logically think of what nations would want to buy a tech, or invest into something. this list cannot include every single NPC nation. I am including this rule since it makes things next to impossible to get anything done if y'all just ask me out of all the NPCVs, which want what.
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 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 taht. Be wanred 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.
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 in First Year Engineering at University,
so my time might be limited sometimes. 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. My AIM is not working right now.
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 inn the same place. I
prefer Pms, I prefer 1 PM of Orders, but I dont penalize for multiple. 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 (NUKES! I mean, not that I am hinting at
anything . . . ), which will be both good and bad, depending. The Map shall also be updated. An
update shall span 6 months, unless I decide to change it.
Pre-update
Update 1
Update 1 Map
Addition to Update 1
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
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?
I have decided to make this NES different. You can take a Nation sure. But, you could also be an organization, like the head of the new UN, for example, or the Pope. Or, a rebel group. Or, a terrorist group. Let your imagination go wild! As a Character, try to be realistic. If you are not, you will be informed of that. I reserve the right to remove anyone if they are acting
unreasonable, but I will give prior warning, and I will be lenient. This is my first NES, I will try to be lenient, and fair. Yes, you can also be just a regular citizen or a company as well. Literally, anything.
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.
The maximum eco level is 20/turn, but even that can be boosted by trade and such.
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)
Additional Note - This economy system is like Stormy's, but you can invest as much as you want into your economy, every turn. It is theorectically possible, if you get enough eco, to raise your economy from level 1 to level 20 in one turn, it would just require 210 eco.
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 - 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.
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. Note that I might randomly give bonusses in the form of Military units, like x nation gets +5 tanks, or whatever the case may be.
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 (This is a HINT!) 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 - Mobilization :
Mobilization:
Rather like Mobilization in all other Games. You can only spend your eco on military units and troops, but you get more of them. This is basically for going to war, and you get a bonus eco every 3 turns while in mobilization. like Conscription, this is not popular, and will lead to trouble if it goes on too far. Note that this and Martial Law are different.
Spoiler Rules - Selling to NPCs :
Selling Techs, etc. to NPC Nations
If you want to sell Technologies, or you want NPC nations invest in things like Stock Exchanges, or the like, then you cannot simply ask me "So, Goobs, how many will invest into this?". I really am starting to hate that, since there are so many NPCs, its hard to think which ones would want what. From this point henceforth, you must give me a reasonable list of nations that you are selling a tech, or offering to invest in something. By reasonable I mean you must look through the NPC nations, and logically think of what nations would want to buy a tech, or invest into something. this list cannot include every single NPC nation. I am including this rule since it makes things next to impossible to get anything done if y'all just ask me out of all the NPCVs, which want what.
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 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 taht. Be wanred 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.