post-WW1 pre-WWII IOT in the making. Here's what I have so far. Let me know what you think.
Seventeen years ago, on the twenty-eighth of June, 1919, the Treaty of Versailles was signed. The victors think it means the end of war; but to others, it merely represents a twenty-year armistice. The French want the Germans to suffer; the Germans want revenge. The Italians want what is rightfully theirs and the Japanese are looking for a place in the sun. The League of Nations remains impotent without the strength to back its decisions. The Americans sit idly by, wanting nothing to do with the world as tensions around the globe reach the breaking point.
War is inevitable - there is little chance for salvation. Once more the world will burn. Only time will tell whether the fire will be stopped so easily this time
If at all.
Introduction Joining
"As long as there are sovereign nations possessing great power, war is inevitable."
-Albert Einstein
This IOT, if the above is any indicator, is set in 1936. Post-WWI world, only three years before the Germans invade Poland and the outbreak of WWII truly begins. In this IOT, you will be playing as a political party in any one of the available nations. Choosing the ruling political party lets you run the country however you see fit. If you choose a non-ruling party, be it underground or public, your goal is to come to power by any means you see fit. Do know that doing crazy things, such as claiming the Democratic Party of the US and switching their ideals to communism, will not be accepted and such actions will be ignored. However, you could feasibly make the party gradually more politically left or right, but doing so will cause your partys legitimacy to go down, and the fact that there's probably already a party with either more right-wing or left-wing views it is rather pointless. But we should really talk about that when we actually get into the rules.
I reserve the right as GM to block you from joining as any party for any reason I see fit, but I will not block you from joining the game.
Economy How to Run Your Nation
"You hold in your hands the future of the world."
-Raymond Poincare
As far as your economy goes, you have several hard stats, but they vary in the kind they are.
- Natural Resources: Natural resources are resources you get directly off the land. Your income for these resources depends on how much land you own and the quality of that land, as well as technology. However, the quality is determined rather generally. Dont expect places like most of the Canadian Territories and Siberia to be full of valuable materials, for instance.
- Energy: This is your countrys stockpile of raw energy. Raw energy powers your infrastructure and industry and helps make another one of your stats, Fuel.
- Metal: This is your countrys stockpile of metal alloys. Metal is required for construction of infrastructure, industry, and military units.
- Rare Materials: This is your countrys stockpile of rare materials. Rare materials are required for construction of infrastructure, and military units to a lesser extent. They play a large part in making goods for your population.
- Manufactured Resources: Manufactured resources are resources that are obtained mainly using your industrial capacity. The more Industrial capacity you dedicate to the production of them, the more they make.
- Fuel: This is your countrys stockpile of Fuel. Fuel is required to get your units moving. The amount of fuel required to get to different areas depends on the terrain of the territories they cross and infrastructure of the nation as a whole for land units. For sea and air, it depends on the status of weather conditions in the sea/aerial area to be traversed. Fuel is both a naturally occurring resource and a manufactured resource; you can drill for oil as well as convert raw energy into usable fuels.
- Supply: This is your countrys stockpile of supplies to be used by your military. In order to function, military units require supplies. Supplying damaged units in surplus heals them. Your capacity to supply units depends on your nations infrastructure.
- Non-resource Stats
- Manpower: Manpower is the representation of the amount of people who are able to fight for your nation. Manpower gain can only be increased by improved agricultural technology and expanding into other countries, which is dominantly an aggressive act. Or you can change your conscription laws, but well cover that later. Running low on manpower can stunt your military unit production hard. Manpower also plays a part in resupplying units by way of reinforcement.
- Currency: Currency is gained by producing goods for your public. Currency can be used as a medium for trade and is otherwise used to fund your countrys leadership. Changing your policies in order to maximize industrial buildup by way of changing your economic laws will result in lower currency income. Be wary of this.
- Leadership: Leadership is exactly what it says. Your nations leadership. Leadership is used for doing research projects, keeping your spies at their best, recruiting officers to lead your troops, and making your diplomats more convincing. Your leadership is determined by two factors. Your max leadership is determined by taking 15% of your manpower. The amount of that 15% that actually counts for your leadership is determined by how much money you pour into leadership from there. Generally speaking, every 1 leadership can do 1 research project, raise your espionage rating by 1, raise your officer rating by 1, or raise your diplomatic ability by 1; this value can shift if your populaces confidence in you goes down or your partys legitimacy goes down.
- Industrial Capacity: Industrial capacity is your nations, well, industrial capacity. It is the ultimate limit-setter in all that you do. Industrial capacity can be split up to do various tasks, such as:
- Modernizing: You can use your industrial capacity to modernize your military, making it up-to-date. All your military units start with all possible upgrades you can give them relative to your technological capabilities.
- Supply & Fuel: You can set your industrial capacity to produce supplies and fuel for your armed forces. Making a stockpile of supply and fuel is very smart; if you begin taking heavy casualties, youll want to be able to resupply immediately, not wait for the factories to churn them out as the war rages!
- Production: You can set your industrial capacity to focus on building units, infrastructure, more industrial capacity, or some other special building. Imperative if you want to expand your armed forces, upgrade your infrastructure, or build up your economy.
- Consumer Goods: You can set your industrial capacity to use rare materials in order to make consumer goods, which increases national unity, decreases dissent, and helps to get you a net income for currency.
Trade: Trade is a commonplace for economies. But in this game, its more than signing an agreement and getting free money. You will have to not only decide on the specifics of a trade deal, but deliver your part of the deal to your trade partner. If you two border each other, its no problem so long as your infrastructure is half decent. But if theyre overseas, it will require a transport. A trade route will have to be established along with it. This is as easy as drawing a line from your port to the port of your trading partner. The amount of fuel it takes to get the transport(s) to make its laps depends on the distance it has to travel and the state of the ocean it travels upon. Not a very big deal in peacetime; its only a matter of building the transport and sending it to its destination after the route is established. But in wartime, your transports are at risk of being intercepted by enemy forces. In war, try to redraw your trade routes away from likely enemy patrol areas, and perhaps send an escort fleet along with it.
Keep in mind, your resources are not magically available to be shipped from all parts of your nation. Say youre America, and you obviously own Hawaii. You cant send resources that werent produced in Hawaii to trade with Australia, unless you have shipped resources there recently from a part of your nation that produces a higher amount of resources like the mainland. Also, all your naval vessels have a range they can go before their fuel gets low. To this end, securing deals to go through canals, securing transit rights so your ship can refuel in another nation, or strategically taking a port that expands your capacity to trade all help you. Taking strategic ports also helps in expanding the operational areas of your fleets. So while you cant send all that many resources from Hawaii to Australia due to relatively low production when compared to your homeland, you can send resources from your homeland to Hawaii so to get them to Australia. That Hawaiian naval base also helps as a base of operations for the would-be Pacific theatre because your presence in the Pacific is a lot greater. Using Hawaii in conjunction with your puppet state in the Philippines can in turn extend your trade/naval range even farther.
Diplomacy Factions
Diplomacy is to do and say The nastiest thing in the nicest way.
-Isaac Goldberg
In the beginning of the game, there are three established alliance blocs: the Allies, the Axis, and the Comintern. These dont have an awful lot of members in the beginning. Generally, countries will lean towards the most ideologically similar faction. Moderate left and right governments lean towards the Allies, far-right governments lean towards the Axis, and far-left governments lean towards the Comintern. But, if you dont belong to a faction and have your own goals in mind, you can set up your own. However, in order for the other nations of the world to take your faction seriously and perhaps decide your cause is worth leaning towards, either youre going to have to be quite powerful or have a handful of medium-power nations on your bandwagon to begin with, along with a clear set of goals.
Diplomacy from there is straightforward. Your goal if youre in a faction is probably to get as many nations on your side as possible, but this is gradual. To this end, you can influence nations to convince them that your way is the best. Improving relations also helps. You could, through espionage, support a faction that agrees with you inside a country of interest and facilitate a peaceful change in government that strengthens your chances of gaining a new ally. Or do a coup détat when your faction gains enough popular support. Either way works. You could also force countries under your factions yolk by declaring war and installing a puppet government. Installing a puppet is the most immediate way no doubt, but also the most dangerous if youre not careful enough.
If you dont intend to join a faction, you can still influence nations to fall under your sphere. Or do whatever you want to do to have fun. Its your choice, really.
Now, theres also something Id like to say about stats. The stat page to be posted every update isnt really the exact thing. You see, there is no reason Canada should know the exact details of the Italian economy and military right off the bat. It makes no sense. So, the stats posted in updates are rough estimates. Exact stats to be shown to the player of the country in question will be either posted in a factional social group for only them and their allies to see or PMed to countries that arent in a faction. Also, the only military units visible to non-allied nations are the ones directly on a border with another nation. Divisions in the inner parts of the nation are not visible for all, but will be shared similarly to their faction/PMed to them. However, through espionage it is possible to find exact economic information and military placement of your would-be enemies. In other words, intelligence is the key.
Politics Supporting Your Party
Power is not a means, it is an end. One does not establish a dictatorship in order to safeguard a revolution; one makes the revolution in order to establish the dictatorship.
-George Orwell
Your internal politics can be just as lively as the world stage. There are communists and fascists somewhere in your nation that want to take power and wave your nations flag for their own ideals. Im going to tell you how to get them to back down. And if youre a non-ruling political party, Im going to tell you how you can possibly overthrow your government.
Political parties already in power cant do a ton of things to stop the rise of a rival party, but the few things they can do may be rather powerful. They can put national security at risk, making their spies who may be working on counter-espionage secure their partys dominance. If it is proven that they are doing this however, the consequences could be terrible. They could also change their policies towards a more closed society dressed in propaganda. This will make the government look good to many, but the people more ideologically different may become more active and militant than they would otherwise be.
Parties that are not in power do, to an extent, have a share of the power. Each active party, underground or otherwise, have a certain percentage of popularity. This popularity divided by 4 is the percentage of the nations manpower that would fight for the cause. This division could be mitigated if people start feeling angry with their government. It is entirely possible to have the entirety of a party be militant enough to take up arms in the name of their beliefs. Non-ruling political parties also have leadership. The amount of leadership a party has is similar to nations; 15% of the percentage of manpower that agrees with the party in question is the total leadership the party has. Leadership of parties can be used to spread support of the party, raise the militancy of the partys following, engage in political espionage in order to find information to defame other political parties (including the ruling party), or send messages to another government asking for support or some such. Besides that, publicly taking advantage of something that goes wrong under the current government is another good way to gain support if you do it right. Once the party gains enough support, depending on whether or not the government is some kind of democracy, the party may be voted into power. If the party has a lot of support and a high militancy, whether they are under democracy or autocratic regime, they can attempt a coup and put themselves in power by force. Such actions may, however, result in civil war if the nation is equally split between multiple parties.