HNES - 2050 - In to the Heavens

If you want to reserve nations now, the ones i have done are: USA, China, EU, Russia, Brazil, India, Japan, Austrailia and the UISM (North Africa). Gowever I wont be starting this till the 1st of September as im going away on the 20th for ten days, but I am working on the rules now so i can just post straight away when i return.
 
Le Chine (China) for real this time :(
 
the Roman emp...errr. its mre politically correct to call it the "Unites States" still, isnt it ;)
 
Russia for me. Can even co-play it with any other Russian....
 
Note: I'd liek my origional shade of blue as well please :) (still saddens me thats its restarting, and continueing though :()
 
UISM Shall Return. With me, ofcourse.
 
see. look at this, all the old players are retunring, most to thier former countries. perfect oppertunity to just re-start where we left off ;)
 
I've finished altering rules, if anything doenst make sense please tell me
Spoiler New Rules :
Rules :

Solar Economy : **NEW**[/]
The solar Economy is a guide to how strong all economies are at the present time, the better the solar economy the more money that colonies make, there are five levels: Depression, Recession, Mediocre, Strong, Booming. The level changes dues to random events and the actions of all players.



Planetry Info :
Layout :
Name (Size)
Type : ---
Atmosphere : ---
Radiation : ---
Interests : ---

Size :
How many regions the planet is divided in to and how many are controlled. Each region can support one colony.

Type :
Planets and moons have type, each one giving different hazards. It is possible to change the type by terraforming the planet, however this is expensive and time-consuming.

Atmosphere :
An indication of the atmosphere, there are four levels Ideal (green), Unsuitable (yellow), Dangerous (red) and None (brown). Planets with dangerous atmospheres require specialist troops to operate on the surface.

Radiation :
An indication of the strength of radiation on the surface, High or Extreme radiation requires specialist troops to operate in.

Intrests :
Who controls parts of the planet and how much (This will also contain other information such as colonies and troops). This is shown in the boxes on the game map.

All planets and moons follow this template except Earth which has no regions.

Asteriod Belt :
The only region of space which is naturally unsafe, units can be lost when passing through the asteroid belt.

Colonies : **NEW**
Colonies are the best way of making a large profit when the solar economy is good , however they can also lose you a lot of money during a depression. Incomes are controled by their size and the strength of the solar economy.
Code:
Colony Type    Cost    D   R   M   S   B
Outpost         1     -1   0   0   0  +1
Base            2     -1   0   0  +1  +1
Town            4     -2  -1  +1  +1  +2
City            6     -3  -1  +1  +2  +3
Metropolis      8     -4  -2  +2  +3  +5
Spacestation :
Built in orbit around a planet/moon, these allow ships to refuel giving them 50% extra range if the ship launches from the planet/moon it orbits. To place a Spacestation in orbit requires 1 econ.



Nations :
Layout :
Name
Player : ---
Government : ---
Capital : ---
Interests : ---
Trade : ---
Earth Military : ---
Army : ---
Fleet : ---
Economy : ---
Stability : ---
Research : ---
Techs : ---
Projects : ---
Information : ---

Governments :

Communism : Production Increase (20% more when number 5 or more)
Despotism : Cheaper Units (33% cheaper when cost 3 or over)
Monarchy : Improved Economy (20% extra income when income 5 or more)
Republic : Better Economy (Less Bad Events)
Theocracy : Better Stability (Less Bad Events)

Capital :
The location the nation's capital and the planet/moon it is on is written in the brackets.

Intrests :
Where the nation has colonies and how many.

Trade: **NEW**
The total set up costs for trade routes are as follows, however the cost divide does not have to be half and half, cost are worked out by distance between capitals. Trade routes add 1 econ every turns.
Same Planet/Moon : 4 econ
Same Planetary system : 6 econ
All Other Routes : 8 econ

Economy : **NEW**
The Economy is how much money you have to spend, the stat shows 5 numbers in this form A(B/C/D/E). Economy levels can be increased by one level if you invest 1+basic income over any number of turns.

Explanations - A = many points you have to spend, it is the sum of C,D&E. B = How much you have paid for going to the next level. C = Your basic income (tied to word level). D = How many points your colonies are costing or making you. E = Your debt or surplus, debts will increase overtime.

Levels :
Strong (5 econ per turn)
Good (4 econ per turn)
Mediocre (3 econ per turn)
Poor (2 econ per turn)
Pathetic (1 econ per turn)

If you need anything explained, contact me in the thread, by PM or MSN.

Stability :
Similar to Economy, it is affected by actions of player.

Levels :
Excellent
Good
Average
Poor
Revolutionary

Econs can be used to try and improve Economy and Stability however this method may result in the opposite effect.

Research, Techs and Projects :
Techs work like in other NESs, Techs that have been researched (except Units) go in the Techs sections while those currently being researched go under Research. Projects work like in other NESs too.

Space Units :
There are two section to the space military, Fleet and Army. Your Fleet is your spaceships and your Army is the troops who fight. Units have types which give an idication of what role they play in your military. All units have a basic template :
Name (Type (A/D/M(ET)*/C** - Cost & Number)) (Nations)
A = Attack
D = Defense
M(ET) = Movement(Engine Type^)
C = Transport Capacity
* only applies for fleets
* only applies to transports
^ affects agility and movement

Designs :
Code:
Army :
Infantry      (Light Planetry Infantry (1/1 - 1e for 200)) (ALL)
Fidei         (Light Planetry Infantry (2/1 - 1e for 150)) (UISM)
Marine        (Light Space Infantry    (1/1 - 1e for 20))  (ALL)

Fleet :
Shuttle       (Small Transport (0/0/2(R)/100 - 1e for 2) (ALL)
Buran-2       (Small Transport (0/0/2(R)/100 - 1e for 2) (Russia)
Fuji Shuttle  (Small Transport (0/0/2(R)/150 - 1e for 2) (Japan)

Engines :
Rockets (R) (Slow Speed, Average Agility, Cheap) (ALL)
Earth Military : **NEW**
Quite simple as it is not a major aspect of the NES but is used for defending territories on Earth. It is made up of Armies and Navies, it cost 2 eco to build a new army or navy.
 
Can I be the aliens? :D

If not, I'd like to make a new nation. Coalition of Pacific Nations, a major commercial and tourism group controlling almost all of the minor Pacific nslands and nations, plus a few of the islands at the eastern end of the Hawaiian archipelago.
 
you take what you get, and you'll like it or leave it mister! :mad:
 
I really want to limit the players as it is esentaly a borard NES so im going to start with only 9 (earth) nations.

@Warman I havent done any rules for companies, i might do them as i have a week to finalise the rules. one thing i can say for sure is i wont have them working in the same way as nations.
 
Company rules are done, warman you need to fill in the template for AST&D. Also read the economy rules as they differ from nations.

<company name>
Player :
Head Office :
Speciality :
Information :

Spoiler Company Rules :
Speciality : **NEW**
What the company specialises in, can be one of three things: Weaponry (Research into weapons and military vehicles is faster than normal), Aerospace (Research into aerospace technologies is faster then usual) or Construction (All building projects are completed in less time).

Economy : **NEW**
The Economy is how much money you have to spend, the stat shows 4 numbers in this form A(B/C/D). Economy levels are driven by the strength of the solar economy.

Explanations - A = many points you have to spend, it is the sum of B,C&D. B = Your basic income (tied to solar level). C = How many points your colonies are costing or making you. D = Your debt or surplus, debts will increase overtime.

Levels :
Booming (3 econ per turn)
Strong (2 econ per turn)
Mediocre (1 econ per turn)
Recession (0 econ per turn)
Depression (-1 econ per turn)

Research, Techs and Projects :
Techs work like in other NESs, Techs that have been researched (except Units) go in the Techs sections while those currently being researched go under Research. Projects work like in other NESs too. All Research, Techs and Projects companies preform will be cheaper than if a nation reseaches the same thing, if a company specilises in a certain area it can reseach those techs quicker.
 
Aerospace Technologies and Development inc
Player : Warman17
Head Office : Tokyo, Japan
Speciality : Aerospace
Information : Formed not long after new rocket technologies were devleoped. It is a merger of several large technology and aircraft companies including General Electric, Boeing and Mitsubishi. The comapny has achieved a level of economic power achieved by most world nations. The only things that AST&D inc believes in is profits.
 
Ok, so will this be alright?
Coalition of Pacific Nations
Player : Lord_Iggy
Government : Republic
Capital : Manila
Interests : Establishing Space tourism and advancing space travel.
Earth Military : Minimal, security forces number approx. 3000 infantry.
Army : None.
Fleet : 8 shuttles based on the American design.
Economy : Good
Stability : Good
Research : Terraforming
Techs : Building Dome cities.
Projects : Joining terraforming of Mars.
 
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