hmm.. both of your combat systems may not work, seeing as my IOT wont have any stats, with limited, sort of loose rules. for example:
Powergaming
Power-gaming is allowed, within strict reason. You must make it believable, possible, and/or intelligent. it will not affect combat, or anything, but is used for flavor.
This is bad Powergaming: having an entire zombie Army that is indestructible beyond all reason.
This is good Powergaming: a new form of aircraft, called an Arwing designed for short range combat, uses twin disruptors, has a good amount of shielding, and it is relatively expensive to create.
the drawbacks is because of its short range, it has to get into range, possibly taking fire from the missiles most planes have, and the shielding isn't that great. if you are lucky you can take one direct hit.
hmm.. both of your combat systems may not work, seeing as my IOT wont have any stats, with limited, sort of loose rules. for example:
Powergaming
Power-gaming is allowed, within strict reason. You must make it believable, possible, and/or intelligent. it will not affect combat, or anything, but is used for flavor.
This is bad Powergaming: having an entire zombie Army that is indestructible beyond all reason.
This is good Powergaming: a new form of aircraft, called an Arwing designed for short range combat, uses twin disruptors, has a good amount of shielding, and it is relatively expensive to create.
the drawbacks is because of its short range, it has to get into range, possibly taking fire from the missiles most planes have, and the shielding isn't that great. if you are lucky you can take one direct hit.
Every country has an Industrial Base. As the name suggests, it is your capacity to produce. Industrial Base is divided into two parts: The private sector and the public sector. They are both worked by your population. The private sector is the amount of your industrial base owned by private individuals in your population seeking to make a profit. It gets money going and is what gives you a domestic monetary income when taxes are applied. The public sector is the amount of your industrial base owned by the government. This portion of industry doesn't contribute to monetary gain directly (see: trade) but is more efficient, so increases your overall capacity to produce.
The differences between the two grow more than that. The private sector seeks to expand. When all variables allow it, the private sector can grow, thus increasing your industrial capacity. Meanwhile, the public sector will only grow as much as you want it to. Both can shrink if you neglect them. They may decline due to low resources, embargoes, bad stability, the works.
How much of your industrial base your country can use is determined by resources, infrastructure, and stability. If any of these get low, you will find your industry will collapse.
Resources are what's needed to produce materials in any industry. You'll need a certain amount of resources per unit of industrial base to run it. Note that resources are used in other parts of economic management, so dedicating all resources to have the largest industry possible isn't necessarily a good idea.
Infrastructure is basically how developed your country is. This rating goes from 1%-100%, and is basically multiplied directly to your industrial base to give you your industrial capacity. To get what you pay for in industrial base, infrastructure has to be at least 75% developed. Going higher will yield industrial benefits that won't require resources to run, increases resource gain, and would set a minimum stability rating that your country won't be able to go lower than so long as it's maintained. However, Infrastructure decays at a dynamic rate per turn and requires a mix of industrial capacity, monetary income, and resources to raise. It isn't raised by a static number based on how much of these you invest; you give a broad plan (the more detail the better), I'll put a price tag on it (combination of funding, resource allotment, and industrial dedication), and your infrastructure could go up by a varying amount dependent on how much of your economy and effort you put into it. Investments into infrastructure is a gamble; it isn't guaranteed to automatically increase it by 20% or something. There is a chance that your public sector can donate some assets to increasing infrastructure, as well.
Stability is your population's approval of you. It controls both how willing your people are to work and how much they are willing to revolt. A bad stability could lower your industrial capacity by as much as 75%. Stability can only be raised indirectly; good management, events, and similar can raise it, and the opposite of these can lower it.
Monetary income is obtained by taxing your public sector and trading. Money is used to find scientific endeavors, infrastructure projects, fund your military, trade with others, or fund your private sector in an attempt to stimulate economic expansion.
SpoilerTechnology and Education :
Technology can be obtained by only one direct way: investment. Investments into education is broken up into four areas by percentage: Economical, Military, Espionage, and Science. Investments for education don't stack over time, so you have to have consistent spending if you want consistent results.
Results come in the form of theories. You have a chance of someone theorizing some invention or another, and you can choose at any time after to invest directly into it. Investment into a theory by contrast does stack, and the theory can be developed indefinitely.
The three superpowers of the world Oceania, Eurasia, and Eastasia were thought to be unstoppable; invincible. Nothing could topple them they had their plan figured out, and they would have humanity enslaved to them for all eternity. Even the most rebellious souls were conquered, transformed, and gave their loyalty and hearts to the state. Rebels were broken; loyalists were rewarded. Until 1985, that is. The collapse of their grand empires, their space-filling states, came about abruptly and it started, as things sometimes do, in Africa.
Africa
The desire to bring down the superpowers began in Africa, under the leadership of one man Eduardo Matias Moreno, a young and talented inner party member. The details are uncertain and hazy as to how he did it, but he did; an army was raised, and he listened to the people cry. Millions of civilians rose up against Oceania in southern Africa, from Luanda to Pretoria to the shores of Mozambique. The peoples in the disputed territories of Africa lauded him as a hero, the bearer of an end to their suffering at the hands of Oceanic and Eurasian and Eastasian troops. Within 3 years, Eduardo Moreno's Army of the People had swept all foreign influence off of the continent, and the African Union a democratic confederation formed of dozens of autonomous nation-states, all governed by an African Assembly in the de facto capital, Luanda. Things seemed very positive for the nascent union things were friendly, nations were cooperating, and the yolk of foreign oppression had been thrown off.
Things changed quickly in the African Union, though. Though the African military had influence on all of Africa, it was still not in total control of the continent, and could only count its core territory the Congo, Angola, Mozambique, South Africa, Namibia, etc as contributing parts of the country. Many Union states were members of the union in name only, pursuing their own foreign policy and military goals. The first signs of strain appeared around 1989, when Somalia declared independence from the Union, citing overbearing African influence in Somalia and violation of national sovereignty as its reasons. The Union was shocked by this; what should they do? Pursue military arms, and subjugate the continent by force? Pursue a more diplomatic option? Allow Somalia to go free? People were split over the issue and, eventually, three camps were formed. The Unionists those interested in preserving the union, at all costs. There were the Nation's Rights group those who saw it as a nation's right to secede from the union, and believed in further autonomy in the union but didn't quite believe in dissolving it. And, finally, there were the nationalists, who gained traction everywhere around the Union. Nationalist groups won elections in Algeria, Nigeria, and South Africa, and large amounts of voters everywhere else. By 1990, there were 4 nations independent of the African Union, and tensions kept climbing between Unionists and Nation's Rights. Things reached a boiling point when President Moreno ordered troops to disperse a Nation's Rights rally in Accra. The protestors fought back and, horrified at the news of this, a congress was called amongst Nation's Rights activists in the city of Accra and, in 1991, the African Federation was born.
The civil war was brutal, especially in the beginning. There were far more Nation's Rights than there were Unionists, but the Unionists had the, by far, better equipment and training. Blood washed through the jungles quite frequently, and thousands died. It is estimated that, in the first year of the war 1991 over 200,000 African soldiers died fighting, and nearly 500,000 civilians. The numbers dwindled as the war went on, but there was still much bitterness and both sides treated the other with no mercy. Neither side, come 1994, will have an advantage over the other the Union is smaller and with fewer men, but their men fight better and have better equipment. The Federation is much larger, and its capital Accra is not on the front lines like Luanda is, but their army consists, largely, of untrained mobs of soldiers, being pointed at the direction of the enemy, and their navy is nonexistent allowing for Union forces to keep vital supplies from being shipped to Federation holdouts in South Africa. All the while, several nations watch from the sidelines, waiting for an opportunity to strike and make their fortune at the expense of one of the African powers. There is a great opportunity for those who wish to seize it here, in the birthplace of the revolution. Perhaps, with a strong leader and a knack for diplomacy, someone could turn the Union or Federation - into places worth living again, centers of politics, culture, and trade or, perhaps, they could both dissolve into the fiery pits of war, tearing each other apart for eternity. It is yours to decide Union, or Federation? Or independence?
Spoilerbeginnings of a ruleset :
Joining -
Joining this game is simple. Since all nations are preplaced, please just pick one of them that is open, change a few things if you really want to (just no major government changes or anything too drastic). That's it!
Economics -
Economics are fairly simple in this game. Your primary currency is Industrial Capacity, which represents your nation's collective industrial and commercial output ranging from enormous industrial complexes to the little mom and pop store down the road. Industrial capacity can be gained in numerous ways.
Factories. Factories are a simple, straightforward way to increase your industrial capacity. One factory costs 2 IC and outputs 1 IC. Factories can be sabotaged by foreign espionage, shut down to a combination of a lack of foreign trade routes & low infrastructure, or be captured/damaged by enemy forces.
Trade. Trade is automatic between all nations (except between nations with embargoes, war, or other different circumstances), and is half of your nation's GDP's added together. (GDP is calculated as Population/Industrial Capacity) Trade only happens over land or if you directly border a nation.
Infrastructure. Infrastructure is a vitally important thing for not just a nation's economy, but also its defense; a high level of infrastructure will grant defensive bonuses, along with economic bonuses. Each level of infrastructure your nation has, your turn's final industrial capacity gets multiplied by (so having 56% infrastructure and 10 industrial capacity means you will have 16 industrial capacity I round up.) Infrastructure can be increased at 10% of your total industrial capacity = 5% boost in infrastructure. If you do not invest in infrastructure for more than a turn, you will experience a 5% decay until you reinvest.
Population. You need at least 1 pop (1 pop = 1,000 people) for a factory to run at full capacity, and for every 10 pops you have you get an extra IC.
Dev Diary #1 Africa, internal politics, and warfare
So first, warfare. Warfare in this game is going to be somewhat simple: you recruit divisions, made up of 4 units, which can be a combination of militia, infantry, artillery, light armor, anti air, anti tank, or heavy armor. You can RP your individual units to be whatever, but they will all have the same base stats (until they are later modified by tech, plans, whatever).
Here is how a unit's stats break down:
Health x/x
Soft attack
Hard attack
Soft defense
Hard defense
Soft attack and defense are things possessed by light units infantry, militia, and somewhat light armor. They primarily effect those, as well: they are good at fighting other infantry, and militia, and high soft attack units are generally cheaper than high hard attack units.
Hard attack/defense is possessed primarily by heavy units artillery, light armor, and heavy armor, . Hard attack is good at breaking through well-dug in defenses, and at shattering soft units. They are very weak to air power, though heavy units are twice as vulnerable to air power as soft units.
Soft attack measures how good a unit is at attacking soft units while hard attack measures how good they are at attacking heavy units. Same with defense.
Special units are just that special. These include the anti tank and anti air units, which are completely defenseless except against their respective units, and while accompanied by at least one other unit. Anti-tanks give a 50% bonus to all their supporting units when they fight against tanks, and anti-air reduces a division's vulnerability to air strikes and has a chance to shoot down planes.
Infantry:
Health: 20/20
Soft Attack: 5
Soft Defense: 10
Hard Attack: 2
Hard Defense: 5
Militia:
Health 10/10
Soft Attack: 2
Soft Defense: 5
Hard Attack: 0
Hard Defense: 1
Artillery: 20/20
Soft Attack: 20
Soft Defense: 0
Hard Attack: 15
Hard Defense: 5
Light Armor:
Health: 35/35
Soft Attack: 10
Soft Defense: 5
Hard Attack: 10
Hard Defense: 5
Heavy Armor:
Health 50/50
Soft Attack: 20
Soft Defense: 10
Hard Attack: 15
Hard Defense: 8
Spoilercombat :
So, lets say that 1 division made up of 2 infantry, an artillery, and a light armor is defending from a 2 heavy armor, 1 light armor, 1 artillery division (we're not going to include any terrain, plan, or infrastructure modifiers here to keep things simple).
First off, defenders always get the first attack so here's the lineup.
ART
INF/INF/LAR
v
HAR/LAR/INF
ART
Artillery always attacks first so defender's artillery is up to bat. Defending artillery has 15 hard attack. Heavy armor has a hard defense of 8 and artillery a hard defense of 5. The defending artillery manages to do7 damage to the heavy armor, 10 to the light armor, 15 damage to infantry, and 10 damage to the artillery. The attacker's units are now HAR(43/50)INF(5/20)LAR(25/35)ART(10/20)
Next up is the defender's light armor. Light armor can only attack one unit (artillery is the only land unit that gets to attack all enemy units), and since it can do the most damage to the infantry, it attacks that. The light armor lines up, fires, and deals 5 damage (it does 10 soft attack v. the defending unit's 5 hard defense), knocking the infantry out of the fight. Since the unit had 5HP/20HP left, I do a roll (0-20). If it lands at 5 or under, the unit will be knocked out of the fight but not permanently killed off. I roll a 4; the unit is out of the fight, but next turn, it can be replenished from the nation's manpower pool.
The two infantry are the last two to attack. Since the enemy's line has broken, the enemy artillery is now available to attack. Both of them line up to attack. Each does 2 hard attack, versus the artillery's 0 soft defense, totaling for 4 damage total. The battle lines now look like this:
ART
INF/INF/LAR
HAR(43/50)LAR(25/35)
ART(6/20)
Since the infantry didn't manage to take out the artillery, the lines close and the attacker's artillery is no longer vulnerable. The attacker's artillery fires at the defenders:
It deals 15 damage to each infantry, 10 damage to the artillery, and 10 damage to the light armor.
The defender's lines now look like this:
ART(10/20)
INF(5/20)/INF(5/20)/LAR(25/35)
The light armor swoops in for the kill, destroying one infantry easily. With a breach in the line, the heavy armor prioritizes the artillery, and deals 10 damage.
The lines now look like this:
ART(0/20)
INF(5/20)/LAR(30/35)
HAR(45/50)/LAR(30/35)
ART(6/20)
The defender's artillery is completely out of the fight I will no longer be doing casualty rolls as they ultimately don't influence the mechanics being discussed here. Things look very bleak for the defenders. If you specified in your orders, now would most likely be the time the defenders would retreat from the situation and situate themselves somewhere else. If you do not specify, they will hold to the last.
INF(5/20)/LAR(30/35)
HAR(43/50)/LAR(25/35)
ART(6/20)
The defender's light armor attacks first, dealing 5 damage to the attacking light armor. The infantry follows up with a pitiful 1 damage (the absolute minimum amount that can be dealt).
INF(5/20)/LAR(30/35)
HAR(43/50)/LAR(19/35)
ART(6/20)
Attacking artillery fires off a salvo, destroying the infantry and dealing 10 damage to the light armor. Light armor swoops in, dealing another 5 damage to the last standing unit, and the hard armor comes in and deals another 10 damage, leaving the remaining light armor at 5/35 hp.
LAR(5/35)
HAR(43/50)/LAR(19/35)
ART(6/20)
Sensing that victory is impossible, the remaining light armor tries to extract itself from the battlefield. When a unit retreats, all attacking units get one half strength hit on it. Artillery deals 5 damage. Light armor deals 2.5 damage. Heavy armor deals 5 damage. The remaining light armor is killed in its retreat attempt.
The attackers are victorious!
That's how my combat system for land, at least works, in a nutshell. The unit stats are not final, and I would very much appreciate some feedback concerning them and how to balance them.
Internal Politics
Internal politics in this game are pretty simple. You have an approval rating, ranging from 0% to 100%. If it's over 65%, your government is safe from coups and revolutions. Above 50%, you are safe only from revolutions, and for every percent beneath 50% you go, revolution is a percent closer (a nation with 45% approval rating will have a 5% chance for revolts/revolution). You can raise approval rating by doing well in wars, improving the economy, and roleplay you decrease it by being oppressive, doing poorly in wars, and having a bad economy. If more than one person wishes to play in a country, they may the first person to sign up will have immediate control over the nation, and the other will either control a political party, movement, or individual within that country and will attempt to gain power, either through campaigns or backroom dealings.
Approval rating is also linked to stability, a number that ranges from 0 instability (perfectly stable) to 10 instability (collapsing). The higher your stability, the less likely you are to get a revolt (your revolt chance is multiplied by your stability rating for your actual chance for a revolution, so a nation with a 45% approval rating and 6 instability will have a (5*.6=.3 .5+.3= 80% chance of revolt).
It's also possible to start as a political party in your country without anyone else playing in it, if you wish to change the government or ideology of your nation from something different than it is at game start.
Africa
Africa in Nineteen Ninety-Four is a unique area. After being united by the charismatic and intelligent Eduardo Moreno, the African Union splintered into several different states the African Union, the African Federation, South Africa, Nigeria, Somalia, and the Maghreb Union. The goal of the African Union is to restore the Union, the goal of the Federation is to maintain its independence (and the rights of individual nations in the Federation), and the goals of the other independents are to remain independent. The two major powers, the Union and the Federation, will have to court the smaller powers with diplomacy and bribes if they wish to defeat the other in combat; the Federation is larger, and with more men, but they have poor equipment and training. The Union has fewer men, but much better equipment and training. The Federation also has much more support from the people than the Union does, and the African Union player will have to work hard to win back the hearts and minds of the disparate peoples of Africa underneath one banner once again.
Both sides of the African Civil War feature poor infrastructure, industry, and high war exhaustion. It's going to be a tough, uphill fight for both sides.
Coming soon...
NPCs personalities, air power, navies, and events!
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