TheLizardKing
Let's talk Michelle.
ORDERS DUE MONDAY, JUNE 6TH
Welcome to LizNES5: Or How I Stopped Worrying, and Learned to Love the Bomb.
The starting year is 1960.
In this technologically advanced, but culturally backwards land, you'll find yourself the ruler of a nation in the midst of a world that could find itself at war in a moments notice. In this world, the nations of Europe, Asia and the Americas have spent the better half of the 20th century fighting over colonies, resources, presitge, and of course, ideologies. Of course, these wars have been fairly localized, and fought over various years. Of course, that is the history of this NES. Let me first introduce you to the present.
Currently, imperialism, the scourge of the 18th and 19th century remains, albeit as a dieing institution. The rise of nationalism in many parts of what Westerners have dubbed the 'third world' has successfully drained many of these age old Empires of their land, and colonial resources. North and South America have long broken off the shackles of their European masters, while rebellions and revolutions across Africa and Asia have stretched European militaries across the world.
Meanwhile, Marxism, long a dirty word in the west, has taken grip of Russia, and several of it's client regions, going so far as to claim Bavaria in it's infestation. As more and more nations fall under the dark red curtain, scientific breakthroughs in the world of atomics have led many in the world to believe that a new, brave, promising future is just around the corner. So stop worrying, and learn to love the bomb.
-----------------------------------------------------------------------------------
Welcome to the dawn of a new age! You are invited to take control of a new nation in this exciting time, and lead them to glory, peace, and ultimately happiness. And if that means you have to step on a few toes to get there, well, by all means, do what you have to do to rise to the top, and ensure that your people leave a lasting legacy on human kind they should. After all, you are special!
Remember though. Rome wasn't built in a day. But then again, the Romans never wielded the awesome power of the atom.
So let's get started shall we? First thing is first. This is the template that will be in use.
The Soviet Republic of Bavaria/TheLizardKing
Soviet Republic: Munich
Happiness: 100%
Religion, Language: None, German
Economy: 7
Industry: 430 (+4)
Army: 14 Divisions, 10 Tank Brigades
Navy: None!
Airforce: 8 Fighter Squadrons, 6 Bomber Squadrons
Military Experience: 1/10
UUs: None!
Technology: None!
Other:
It's a lot of information to take in, but you're a smart person.
Let's start it off nice and slow, just so you can get your barings.
The Soviet Republic of Bavaria/TheLizardKing
This first part is your nations name, and your name. It is through your nation's name that other players, or nations will address you buy, and your name so that other people know that your glorious nation has a real leader.
Soviet Republic: Munich
This here is the type of government your nation currently has. As you can see, Bavaria is a Soviet Republic, putting it at odds with most of the Western world, but has gained it the good will of the east. A lot of political alliances and descisions will generally be made based off of what government you're running. You're people may be interested in a new government at points, but we will discuss that below.
The city name next to your government type is your capital. This is where you, and all of your big-time officials sit around, and direct the show. Losing this could have detrimental effects on your nations psyche, or it could encourage them to fight harder. You'll just have to wait and see!
Happiness: 100%
Now on to how happy your people are. Happiness is judged through many factors, most of them one could assume through common sense. Is our government nice and fair? Are we winning a war, or losing one? Do other nations like us? After all, a lot of thoughts run through the thoughts of your people! This is just a round about idea as to what the general feeling is. Generally, if your happiness is too low, expect a revolution. At the same time, if your people's happiness is a bit too high, then something may be amiss. These Bavarians sure are a happy bunch!
Religion, Language: None, German
Just like your government type, other nations find different ways to relate to you. A common language, and religion is always a good source of bonding. While in this brave, new, modern age, such menial things as religion and language generally hold less currency in world affairs then they did, it's always good to take that sort of thing into account. After all, we wouldn't want to be making any Pope jokes to a Catholic nation!
Economy: 7
And now we get down to the brass tax. Money. Money, has been, generally accepted to make the world go round. And while I'm in the business of spewing out facts, let me throw this one by you. You need money to make things happen in this dog-eats-dog world! Money (along with Industry, which we will get into in a bit) allows for you to build that Space Port you were thinking about, or raise that Tank Brigade your people were begging for. After all, without money, how are you supposed to research the glorious secrets of the atom, without it?
Your money, or Economic Points (EP for short) can be banked, and will be banked should you happen to be 'indisposed' for a year or so. Of course, that's another story. Fractions of EP will not be allowed to be spent. Bankers are lazy folk generally. That holds true here.
You can start building projects in the hopes of raising your economy to more preferable numbers. Do this through infrastructure improvements, different types of taxation.. really anything that floats your boats. Nothing is promised to work, but what is life, but one big chance?
Industry: 430 (+4)
Next to your Economy, this is probably the most important thing you're nation has. It's Industry! How large is your nations industrial output? The bigger, the better. That's what I hear all the time anyway.
You see kids, Industry Points, (IP), much in the same vein as your Economic Points (EP) is what actually permits you to go off on those building schemes. After all, if your industry and resources have all been used up, or your factories have been destroyed in some war, it's not very likely you'll be able to go out on building projects anytime soon, or be able to arm those recruits you have! So it's very important you spend your industry wisely, or at the very least, protect it from harms way!
Industry can and will regenerate itself. The regeneration points are what's in the paranthesis next to the actual number. This is the amount you will get on a per-turn basis. This of course can change, for better or worse, depending on a lot of factors. A lot of infrastructure projects, stuff I mentioned above, will help raise this number a bit, if you're in a pinch. So will the mobilization of your industry. But we'll talk about that later.
Should you find yourself with a lack of industry, but more then enough EP to cover the cost, I'm sure some friendly neighbors, or allys, would be happy to buy for you, whatever you may need, be it battleships, fighters or even infantry. The possibilities are there!
Army: 14 Divisions, 10 Tank Brigades
Navy: None!
Airforce: 8 Fighter Squadrons, 6 Bomber Squadrons
Now, if you fancy yourself a mini-Napoleon incarnate, this is the part of your nations stats you'll find yourself drooling over. It's fairly self-explanitory, but I'll explain it anyway! This is where you'll see the total number of units your nation has. Every division, brigade, destroyer and fighter squadron should be accounted for here. As for what all these units actually do, you'll learn below, under the designated 'UNITS' section.
Military Experience: 1/10
Well now, this is what seperates the men, from the boys, as I always say. The experience of your military is always a key factor in deciding who will come out on top in a battle. Experience cannot be bought, but only gained through fighting. Hey now!
UUs: None!
Everyonce in a while, a nation may attempt to get a tad creative, in the hopes of getting the upper hand over his opponents. Unique unit designs are always the best way to handle this! Via your research, and of course, some of that golden money, your military may find itself suiting up with more and more technology, far different then whatever your dirty (and possibly Communist) foes can throw at you. This is how wars are won, lesser nations are beaten, and women are attracted. Or so I've been told.
The cost of a UU is 5 EP, and of course, what ever the nescesarry tech levels are. Unique Unit technologies can be traded.
Technology: None!
And here is where your nations technological advances shall be posted, and recognized. The technologies available to research are fairly simple, and broken into a few groups.
Atomics: The study of the Atom. A new field, it's full powers and potential are as of now, completely unknown.
Eco-Sciences: A study of God's green Earth, and all of her intricate designs. In this brave, new age, should mankind not be a bit more intuned with nature?
Industry: Factories supply armies, create jobs, and are really the core foundation of any nation state. Invest in your industry today!
Space-Tech: The final frontier is still a mystery to us. But modern day technological know-how, and a can-do attitude, can get you in space faster then you can say 'Equatorial Space Elevator'.
Naval Advances: The Earth's oceans are also the Earth's main arteries of communication and travel. Never let your enemies get the upper hand against you on the high-seas, or you may find yourself in some danger.
Aeronautic Technologies: And between the sea, and the final frontier lies.. the air! Make sure your airforce stays top-gun!
The first level in any technology costs 2 EP. From there, level 2 technologies cost 4 EP, then level 3's have 8 EP, and so on and so fourth. When you want to build a new unit, or attempt any sort of major building project, make sure you have the correct technology! Otherwise you may just be doing more harm to yourself, then good.
Technology pacts, sharing and trading are very possible. Just be careful who you give this information to, as it could very quickly spread to people you don't want it to, should you not watch closely.
Other:
And finally, this is where all that other miscellanious stuff you do, can be placed. Projects, among other things will be noted here.
Projects, in turn can do many things. They can range from expanding your economy, to helping boost Industrial Point production. If you have an idea for a project, it's probably worth taking a shot at it!
Welcome to LizNES5: Or How I Stopped Worrying, and Learned to Love the Bomb.
The starting year is 1960.
In this technologically advanced, but culturally backwards land, you'll find yourself the ruler of a nation in the midst of a world that could find itself at war in a moments notice. In this world, the nations of Europe, Asia and the Americas have spent the better half of the 20th century fighting over colonies, resources, presitge, and of course, ideologies. Of course, these wars have been fairly localized, and fought over various years. Of course, that is the history of this NES. Let me first introduce you to the present.
Currently, imperialism, the scourge of the 18th and 19th century remains, albeit as a dieing institution. The rise of nationalism in many parts of what Westerners have dubbed the 'third world' has successfully drained many of these age old Empires of their land, and colonial resources. North and South America have long broken off the shackles of their European masters, while rebellions and revolutions across Africa and Asia have stretched European militaries across the world.
Meanwhile, Marxism, long a dirty word in the west, has taken grip of Russia, and several of it's client regions, going so far as to claim Bavaria in it's infestation. As more and more nations fall under the dark red curtain, scientific breakthroughs in the world of atomics have led many in the world to believe that a new, brave, promising future is just around the corner. So stop worrying, and learn to love the bomb.
-----------------------------------------------------------------------------------
Welcome to the dawn of a new age! You are invited to take control of a new nation in this exciting time, and lead them to glory, peace, and ultimately happiness. And if that means you have to step on a few toes to get there, well, by all means, do what you have to do to rise to the top, and ensure that your people leave a lasting legacy on human kind they should. After all, you are special!
Remember though. Rome wasn't built in a day. But then again, the Romans never wielded the awesome power of the atom.
So let's get started shall we? First thing is first. This is the template that will be in use.
Spoiler :
The Soviet Republic of Bavaria/TheLizardKing
Soviet Republic: Munich
Happiness: 100%
Religion, Language: None, German
Economy: 7
Industry: 430 (+4)
Army: 14 Divisions, 10 Tank Brigades
Navy: None!
Airforce: 8 Fighter Squadrons, 6 Bomber Squadrons
Military Experience: 1/10
UUs: None!
Technology: None!
Other:
It's a lot of information to take in, but you're a smart person.
Let's start it off nice and slow, just so you can get your barings.
The Soviet Republic of Bavaria/TheLizardKing
This first part is your nations name, and your name. It is through your nation's name that other players, or nations will address you buy, and your name so that other people know that your glorious nation has a real leader.
Soviet Republic: Munich
This here is the type of government your nation currently has. As you can see, Bavaria is a Soviet Republic, putting it at odds with most of the Western world, but has gained it the good will of the east. A lot of political alliances and descisions will generally be made based off of what government you're running. You're people may be interested in a new government at points, but we will discuss that below.
The city name next to your government type is your capital. This is where you, and all of your big-time officials sit around, and direct the show. Losing this could have detrimental effects on your nations psyche, or it could encourage them to fight harder. You'll just have to wait and see!
Happiness: 100%
Now on to how happy your people are. Happiness is judged through many factors, most of them one could assume through common sense. Is our government nice and fair? Are we winning a war, or losing one? Do other nations like us? After all, a lot of thoughts run through the thoughts of your people! This is just a round about idea as to what the general feeling is. Generally, if your happiness is too low, expect a revolution. At the same time, if your people's happiness is a bit too high, then something may be amiss. These Bavarians sure are a happy bunch!
Religion, Language: None, German
Just like your government type, other nations find different ways to relate to you. A common language, and religion is always a good source of bonding. While in this brave, new, modern age, such menial things as religion and language generally hold less currency in world affairs then they did, it's always good to take that sort of thing into account. After all, we wouldn't want to be making any Pope jokes to a Catholic nation!
Economy: 7
And now we get down to the brass tax. Money. Money, has been, generally accepted to make the world go round. And while I'm in the business of spewing out facts, let me throw this one by you. You need money to make things happen in this dog-eats-dog world! Money (along with Industry, which we will get into in a bit) allows for you to build that Space Port you were thinking about, or raise that Tank Brigade your people were begging for. After all, without money, how are you supposed to research the glorious secrets of the atom, without it?
Your money, or Economic Points (EP for short) can be banked, and will be banked should you happen to be 'indisposed' for a year or so. Of course, that's another story. Fractions of EP will not be allowed to be spent. Bankers are lazy folk generally. That holds true here.
You can start building projects in the hopes of raising your economy to more preferable numbers. Do this through infrastructure improvements, different types of taxation.. really anything that floats your boats. Nothing is promised to work, but what is life, but one big chance?
Industry: 430 (+4)
Next to your Economy, this is probably the most important thing you're nation has. It's Industry! How large is your nations industrial output? The bigger, the better. That's what I hear all the time anyway.
You see kids, Industry Points, (IP), much in the same vein as your Economic Points (EP) is what actually permits you to go off on those building schemes. After all, if your industry and resources have all been used up, or your factories have been destroyed in some war, it's not very likely you'll be able to go out on building projects anytime soon, or be able to arm those recruits you have! So it's very important you spend your industry wisely, or at the very least, protect it from harms way!
Industry can and will regenerate itself. The regeneration points are what's in the paranthesis next to the actual number. This is the amount you will get on a per-turn basis. This of course can change, for better or worse, depending on a lot of factors. A lot of infrastructure projects, stuff I mentioned above, will help raise this number a bit, if you're in a pinch. So will the mobilization of your industry. But we'll talk about that later.
Should you find yourself with a lack of industry, but more then enough EP to cover the cost, I'm sure some friendly neighbors, or allys, would be happy to buy for you, whatever you may need, be it battleships, fighters or even infantry. The possibilities are there!
Army: 14 Divisions, 10 Tank Brigades
Navy: None!
Airforce: 8 Fighter Squadrons, 6 Bomber Squadrons
Now, if you fancy yourself a mini-Napoleon incarnate, this is the part of your nations stats you'll find yourself drooling over. It's fairly self-explanitory, but I'll explain it anyway! This is where you'll see the total number of units your nation has. Every division, brigade, destroyer and fighter squadron should be accounted for here. As for what all these units actually do, you'll learn below, under the designated 'UNITS' section.
Military Experience: 1/10
Well now, this is what seperates the men, from the boys, as I always say. The experience of your military is always a key factor in deciding who will come out on top in a battle. Experience cannot be bought, but only gained through fighting. Hey now!
UUs: None!
Everyonce in a while, a nation may attempt to get a tad creative, in the hopes of getting the upper hand over his opponents. Unique unit designs are always the best way to handle this! Via your research, and of course, some of that golden money, your military may find itself suiting up with more and more technology, far different then whatever your dirty (and possibly Communist) foes can throw at you. This is how wars are won, lesser nations are beaten, and women are attracted. Or so I've been told.
The cost of a UU is 5 EP, and of course, what ever the nescesarry tech levels are. Unique Unit technologies can be traded.
Technology: None!
And here is where your nations technological advances shall be posted, and recognized. The technologies available to research are fairly simple, and broken into a few groups.
Atomics: The study of the Atom. A new field, it's full powers and potential are as of now, completely unknown.
Eco-Sciences: A study of God's green Earth, and all of her intricate designs. In this brave, new age, should mankind not be a bit more intuned with nature?
Industry: Factories supply armies, create jobs, and are really the core foundation of any nation state. Invest in your industry today!
Space-Tech: The final frontier is still a mystery to us. But modern day technological know-how, and a can-do attitude, can get you in space faster then you can say 'Equatorial Space Elevator'.
Naval Advances: The Earth's oceans are also the Earth's main arteries of communication and travel. Never let your enemies get the upper hand against you on the high-seas, or you may find yourself in some danger.
Aeronautic Technologies: And between the sea, and the final frontier lies.. the air! Make sure your airforce stays top-gun!
The first level in any technology costs 2 EP. From there, level 2 technologies cost 4 EP, then level 3's have 8 EP, and so on and so fourth. When you want to build a new unit, or attempt any sort of major building project, make sure you have the correct technology! Otherwise you may just be doing more harm to yourself, then good.
Technology pacts, sharing and trading are very possible. Just be careful who you give this information to, as it could very quickly spread to people you don't want it to, should you not watch closely.
Other:
And finally, this is where all that other miscellanious stuff you do, can be placed. Projects, among other things will be noted here.
Projects, in turn can do many things. They can range from expanding your economy, to helping boost Industrial Point production. If you have an idea for a project, it's probably worth taking a shot at it!