Nothin' wrong with the Lone Star State, though flyingchicken's Kingdom of God and Terrance888's notion of inverted Dixie get the creativity kudos for now.
***
Welcome to everybody. For those who might be wondering, you can mess around with your stats and traits as you will until around 16:00 EST/21:00 BST Thursday, when I'm going to post the main thread. That's also the hard deadline for making an original country. Turns out I go on a trip this weekend.
ASP are the points you invest in technology, soldiers, ships, planes, spy networks, economic growth (the serpent eats its own tail), UU creation, and whatever else you can think of. You get to spend points equal to you ASP number every turn.
Economy in this NES is divided into two elements, (1) economy tech, and (2) ASP reinvestment. Economy tech determines the number of spending points you will have to reinvest to grow base ASP. With an economy tech of 0, non-Industrious nations have to spend three ASP to increase their base ASP by one. With the same tech level, Industrious nations may only have to spend two ASP, depending on the turn number. If you look at the scale in the rules, being Industrious essentially means you start one reinvestment efficiency stage higher than non-Industrious countries.
Incidentally, this means that being Industrious is worth exactly 10 spending points.
Imago's Trait Strategy Guide
Aero, Grounder, and Naval all increase purchase efficiency for the obvious associated military branch. This effect lasts forever, and is fairly gargantuan from a percentage viewpoint. Aero and Grounder nations produce 40% more planes or divisions per buck, while Naval nations produce 60% more ships.
Creative is essentially a more customizable military branch trait than the ones above. Instead of being stuck with one UU, you get to create six, and if you set their special advantages just right, you can rack up force bonuses in excess of the more 'safe' military traits.
Patriotic and Diplomatic are traits that effect hidden variables. Patriotic reduces the effects of domestic unrest by a step (major riots turn into minor ones, open rebellion turns into major riots, etc.) in addition to providing a draft bonus. A Patriotic nation is very tough to break, even in times of war or hardship, and its citizens are more amenable to strange government policies. Diplomatic is the more offensive of the two hidden variable traits, and it boosts your relations with all NPC factions by a step. This includes foreign sub-national factions in addition to Non-Player Countries. If a Diplomatic and a non-Diplomatic nation compete for the heart of an NPC, the Diplomatic country will be automatically favored unless it represents a hostile ideology or has otherwise squandered its goodwill with the NPC.
Industrious is the trait that embodies opportunity costs. It accelerates the growth curve, which theoretically allows Industrious countries to outmuscle their brethren with more fancy abilities, but once Industrious and non-Industrious countries alike start hitting max growth efficiency, Industrious countries are essentially down a trait in the late game.
***
If anything above makes you reconsider your country's purpose in life, you can change traits up until the Thursday deadline. Lots of you should also add in your turn 0 spending.
Updated map later today.
For New Signups: South America and Australasia are still barren of PCs, and someone filling Central Asia would be helpful geopolitically. West Coast US, Canada, Dixie, E. Europe, and Africa sans the Niger and the lower Nile are free too.
***
Welcome to everybody. For those who might be wondering, you can mess around with your stats and traits as you will until around 16:00 EST/21:00 BST Thursday, when I'm going to post the main thread. That's also the hard deadline for making an original country. Turns out I go on a trip this weekend.
Am I right in assuming that one ASP is the "point" you invest into technology? Assuming so, I've updated my stats to make some industrial research, and also switched from Creative to Industrious.
ASP are the points you invest in technology, soldiers, ships, planes, spy networks, economic growth (the serpent eats its own tail), UU creation, and whatever else you can think of. You get to spend points equal to you ASP number every turn.
Economy in this NES is divided into two elements, (1) economy tech, and (2) ASP reinvestment. Economy tech determines the number of spending points you will have to reinvest to grow base ASP. With an economy tech of 0, non-Industrious nations have to spend three ASP to increase their base ASP by one. With the same tech level, Industrious nations may only have to spend two ASP, depending on the turn number. If you look at the scale in the rules, being Industrious essentially means you start one reinvestment efficiency stage higher than non-Industrious countries.
Incidentally, this means that being Industrious is worth exactly 10 spending points.
Imago's Trait Strategy Guide
Aero, Grounder, and Naval all increase purchase efficiency for the obvious associated military branch. This effect lasts forever, and is fairly gargantuan from a percentage viewpoint. Aero and Grounder nations produce 40% more planes or divisions per buck, while Naval nations produce 60% more ships.
Creative is essentially a more customizable military branch trait than the ones above. Instead of being stuck with one UU, you get to create six, and if you set their special advantages just right, you can rack up force bonuses in excess of the more 'safe' military traits.
Patriotic and Diplomatic are traits that effect hidden variables. Patriotic reduces the effects of domestic unrest by a step (major riots turn into minor ones, open rebellion turns into major riots, etc.) in addition to providing a draft bonus. A Patriotic nation is very tough to break, even in times of war or hardship, and its citizens are more amenable to strange government policies. Diplomatic is the more offensive of the two hidden variable traits, and it boosts your relations with all NPC factions by a step. This includes foreign sub-national factions in addition to Non-Player Countries. If a Diplomatic and a non-Diplomatic nation compete for the heart of an NPC, the Diplomatic country will be automatically favored unless it represents a hostile ideology or has otherwise squandered its goodwill with the NPC.
Industrious is the trait that embodies opportunity costs. It accelerates the growth curve, which theoretically allows Industrious countries to outmuscle their brethren with more fancy abilities, but once Industrious and non-Industrious countries alike start hitting max growth efficiency, Industrious countries are essentially down a trait in the late game.
***
If anything above makes you reconsider your country's purpose in life, you can change traits up until the Thursday deadline. Lots of you should also add in your turn 0 spending.
Updated map later today.
For New Signups: South America and Australasia are still barren of PCs, and someone filling Central Asia would be helpful geopolitically. West Coast US, Canada, Dixie, E. Europe, and Africa sans the Niger and the lower Nile are free too.