TheLizardKing
Let's talk Michelle.
Orders in by Saturday, April 14th
Banner Courtesy of Tecknojock
Special Thanks to: Adrogans, Lord of Elves, Eltain, Polish Ghetto
Welcome to Fortune Favors the Brutal. A modern NES that takes place after a horrible plague ravages the Earth, followed by a general collapse of Society. 200 years after said plague and collapse, nations are finally back up and running, albeit this would looks very different then the one you're used too. If you're new to NESing, I welcome you, and suggest you PM me for some help, should you chose to give this a try. Otherwise, thanks for checking this out. The more players the better.
Things You Need To Know About the NES and Me
-While this NES takes place after, for lack of a better phrase, the apocalypse, this NES has absolutley nothing to do with things of that nature. It was simply a means to an end, the end being a screwed up world with new nations, interesting ideologies, and a different political situation. The only time this 'collapse' will ever be even mentioned, will be in passing. You aren't effected by it at all, and the world has resumed 'normalcy'.
-I hate long orders filled with fluff. If you can describe something in 2 sentences, instead of 20, that'd be much appreciated. A large part as to why updates are so draining, is to have to read through a bunch of stuff that in all likelihood won't be mentioned at all in the actual NES.
-Asking me when the update is going to be, generally, makes me hate the person you chose to be.
-Just because you sent in orders, does not gurantee you a spot in the update. If you decide to embark on a rail-road building project, and it's not mentioned, just assume it worked. If something is striking, or non-generic, I can usually work it in, but I don't want to force myself to do so.
Let's get started, shall we? First let's look at the stats.
This is your nations name, and your nations capital. Your government is based out of this location, and losing it in a war could have detrimental effects on your nation.
Your type of government, and the current person or party in power. The possible government types are fairly vague, them being Reactionary, Conservative, Nationalist, Liberal, Progress, Socialist and Communist. Of course, those are but the generic names. You are more then welcome to give me a more interesting party name for your people. If you are a state ruled by one person, such as a Dictatorship or a Monarchy, your rulers name will appear there instead, with what their governing style is like afterwards. Generally, based off of what type of party is in power, you'd want to act in accordance to their ideology. If you do, your people will be happy, and you'll recieve all the bonuses that entails. If you don't, expect discontent, and depending on the situation, maybe even revolution!
Stability does not represent happiness entirely. Stability represents how sound your nation is doing, and how your government is managing things. A decent stability can be anywhere from 60% to 80%. Anything above 80% usually is generally not the norm, and usually most prominent in Totalitarian regimes, or Communist nations. Once your stability reaches below 59%, their is a chance of some sort of revolt or revolution occuring, so make sure you pay attention to growing discontent.
This is how much money, or EP you're allowed to spend each turn. You may spend it on really anything you want, be it military units, domestic projects, cultural things. Money you don't spend and wish to bank will be incuded after the initial number, seperated by a back-slash.
If you have played my last NES, this Industrial Power and that are the exact same thing. It is a representation of not only population, but overall industry. Nations with small populations, or little industry, such as Khiva and Mongolia, will obviously have less Industrial Power, then a growing Industrial giant, such as California or the Franco-Germanic Empire. IP can be directly hit by enemy military endeavors, sabotage, diseases, or natural disasters, to name a few. IP can be grown through projects, or over time, depending on government policies and actions.
The military grade represents the training and overall skill of your military. Having a higher grade obviously gives you better soldiers, and an advantage over those with lesser numbers then you. The first number represents your Army grade, the middle one your Naval grade, and the last one your Air force grade. In order to raise this grade, you need to pay the next number grade, multiplied by 10. So, for Texas, in this situation, in order to get level 5 military grade, would have to pay normally, 50 EP.
Which is quite a hefty sum. Which is why it is more than possible to gain discounts for new levels. Things such as new military programs, winning wars, and foreign training advisors (from nations with higher levels than you) can all signifiantly cut down the amount of money you need to pay.
Having seperate grades will allow you to tell where other nations really focus their training and money on.
Here are the totals for your current military, which is relatively self-explanitory.
Any sort of projects your nation is embarking on, goes here. Projects can have ultimate goals of doing things, such as raising tech, raising IP, EP, Happiness, assimilating newly aquired areas, or helping raise military grade. Projects, when in regards to tech at least, will take time to developt. If you wanted to say, start a scientific project to create "Robot Trash Collectors", the project would look a bit like this.
Project: Robot Trash Collectors (7/10)5,
The first number represents the amount of money invested in the project, the second is the amount of money you'd need overall in the projet, and the final number, in the parenthesis is how many turns or years, it will take to be able to access the technology.
Where your government, and by extension people (or vice-versa) want to head. It may be as vague as 'Spreading the Faith', or as specific as reclaiming certain lands.
Unique Units
Unique Units are allowed, and in fact encouraged. Basic units, such as Regiments and Destroyers are rather boring. It costs 10 EP to create a Unique Unit, and it's strengths will largly be determined by tech and your military grade that would have something to do with the unit.
Technology
Is not the cornerstone of the game. The idea for the game is not, and never has been to spend your entire economy researching technology after technology. Yet, should you wish to try your hand at being the most technologically capable nation in the game, I'm not going to prevent that from happening. Since for better or worse, this game deals with modern technology, a lot of technology is going to be simply thereotical. As such, I'm going to have to make a decision wether or not the tech can and will exist, which, more often than not, you'll find out after your investment. Which, I can imagine, will be unpopular, but such is life. Investing in sciences in real life, doesn't necessarily gurantee results, as in this timeline.
On rare occassions, technology will be created or found in the update, or the possibilities of certain technologies will present themselves.
Nuclear-Weapons and Weapons of Mass Destruction
Had existed before the collapse, but largely are a thing of the past. Any nukes from before the collapse have either essentially 'rotted', been activated in their silos and destroyed, or simply disappeard. Something no one really seems to mind. From a perspective of your people in the future, it's a ridiculous concept, and largely a lost cause. After all, if one nation begins to develop nuclear weapons, others will follow in suit. And a whole lot of good another cold war of the magnitude will do the world. You'll be hard pressed to find scientists willing to redevelop the technology, engineers willing to build it, or anyone to actually fire or drop such a weapon. In out of game terms- don't try to get them. It's really not worth it.
That's not saying you can't jump through those hurtles to get such things. But the general idea is that your money should be invested elsewhere. Namely more interesting or creative weapons of mass destruction. Plagues, war machines, things of that nature. Every weapon of Mass-Destruction must also have a downfall, or a way to disable it. It doesn't necessarily have to be public knowledge, but their has to be something to counter it. As a wise man, Kozmos, once said, 'To every sword, there is a shield'.
Space
Is again, not a focus of the NES. But I'm not particularly opposed to players shooting for vamped up Space-Programs. As a whole, since the collapse, Space-travel has largely been ignored. After all, who has money to spend on that sort of nonsense? As such, you will have to take a few steps before you start to launch men on to the moon. Namely, creating a Space-Agency, buying satallites, space-craft, and all the other technology that comes into it. You have to walk before you run, so it's always wise to launch a few satallites before you aim for anything bigger as well.
Establishing a Space-Agency - Costs 10 EP
Satallite Launches - Cost 2 EP
Launching a Manned Vessel - Costs 10 EP, requires at least 1 Satallite launch
Launching a Moon-Landing Mission - Costs 15 EP, requires at least 1 Manned Vessel Launch
Anything past Moon-landings will be decided later.
Warfare, And You
First and foremost, here are the possible units to buy, and their prices.
Army
Regiments - 1 EP, 10 IP, buys you 1 Regiment. These are the base of your army.
Armored Brigades - 3 EP, 30 IP buys you 1 Armored Brigade. Stronger and faster than Regiments, Armored Brigades should be used to quickly crush enemy units. Their effectiveness is exemplified by their price. Requires At Least Army Grade 3
Navy
Gun-boats - 1 EP, 10 IP buys you 2 Gun-boat. Rather weak, what they lack in strength, they make up in numbers. Never expect them to hold their own against too many Destroyers or other Gun-boats. Should be used mostly as a support vessel.
Destroyers - 3 EP, 20 IP buys you 1 Destroyer. The main unit for any real navy. Relatively strong all around. Requires At Least Navy Grade 3
Cruisers- - 7 EP, 50 IP buys you 1 Cruiser. Stronger than Destroyers, Cruisers can generally make mince meat out of Gun-boats or Destroyers. Requires At Least Navy Grade 5
Air-Craft Carriers - 15 EP, 200 IP buys you 1 Air-Craft Carrier. The King of the Seas. Relatively weak by itself, make sure you always have some support vessels with it. With several dozen fights and bombers on board, however, it makes it a potent fighting force all by itself. Requires At Least Navy Grade 7
Submarines - 2 EP, 50 IP buys you 1 Submarine. The silent killers of the sea. Effective against all types of ship, assuming the other unit is unaware of it's presence.
Air
Fighter Squadrons - 1 EP, 10 IP for 2 Squadrons. The work-horses of any air force, fighter squadrons are decent at striking enemy ground units, and better at flying air-superiority missions.
Bomber Squadrons - 3 EP, 20 IP for 1 Squadron. Horribly weak against Fighter Squadrons, but it has the possibility of tearing enemy ground units to pieces. Requires At Least Air Grade 3
War is the corner stone of any NES, for better or worse. It's a good measuring stick to determine how strong you are, and how successful you are in the overall NES. The problem with such things is many wars are fought for little more reason, than to take land. Which is fine. But in this modernish world, that's not exactly something your people will go for. You need to have a reason, or at least pretend to have a reason to go to war. And even then, completely annexing an entire nation is generally a poor idea. You're talking about years of instablity, and rebellion in the region. Beating a nation, taking some land, and forcing economic and political policies on them is usually a better idea. Don't say you haven't been warned.
Combat System
I have been working on a combat system, that might make fighting wars in general make a lot more sense, and make things easier on me. Utilizing numbers, I will be able to determine casualty rates for both sides of any given battle, taking into account things such as Military Grade, air support, and geography. Other things that might help, or detract, from the fighting strength of your soldiers is things such as 'Moral Justification', or 'Public Declaration of War'. As such, unless you are attempted to completely annex a nation, rebellion and revolt is not a guarantee. Should it arise, it will arise for a very specific set of reasons. I'd be less vauge with this sort of thing, but I can easily forsee someone running the system. All I can recommend to players is, public declarations of war, having a good reason to fight it and having a reason at all to fight it.
Updates, Orders, And Such
I am going to try to get an update out a week. Sometimes, you might have to settle for that dreaded two week lull, but hopefully it won't happen often. I will put the date orders are due at the very top of this page, in the update, and I will do my best to remember to post in in the 'Next Orders Are Due' thread.
In your orders, the only thing I really want, is your nations name in the subject line, your nations stats as the first thing posted, followed by spending. It makes my job a lot easier.
With that, I hope you all enjoy yourselves, and ask any questions you may have as soon as possible.
Banner Courtesy of Tecknojock
Fortune Favors The Brutal
Special Thanks to: Adrogans, Lord of Elves, Eltain, Polish Ghetto
Welcome to Fortune Favors the Brutal. A modern NES that takes place after a horrible plague ravages the Earth, followed by a general collapse of Society. 200 years after said plague and collapse, nations are finally back up and running, albeit this would looks very different then the one you're used too. If you're new to NESing, I welcome you, and suggest you PM me for some help, should you chose to give this a try. Otherwise, thanks for checking this out. The more players the better.
Things You Need To Know About the NES and Me
-While this NES takes place after, for lack of a better phrase, the apocalypse, this NES has absolutley nothing to do with things of that nature. It was simply a means to an end, the end being a screwed up world with new nations, interesting ideologies, and a different political situation. The only time this 'collapse' will ever be even mentioned, will be in passing. You aren't effected by it at all, and the world has resumed 'normalcy'.
-I hate long orders filled with fluff. If you can describe something in 2 sentences, instead of 20, that'd be much appreciated. A large part as to why updates are so draining, is to have to read through a bunch of stuff that in all likelihood won't be mentioned at all in the actual NES.
-Asking me when the update is going to be, generally, makes me hate the person you chose to be.
-Just because you sent in orders, does not gurantee you a spot in the update. If you decide to embark on a rail-road building project, and it's not mentioned, just assume it worked. If something is striking, or non-generic, I can usually work it in, but I don't want to force myself to do so.
Let's get started, shall we? First let's look at the stats.
Texas: San Antonio
Single-Party State: Don Wyatt/Nationalist
Stability: 60%
Economic Power: 6
Industrial Power: 130(+5)
Military Grade: 4/3/3
Army: 14 Regiments, 2 Armored Brigades
Navy: 15 Gun-boats, 4 Destroyers, 3 Submarines
Airforce: 13 Fighter Squadrons, 2 Bomber Squadrons
Project:
Interest:
Texas: San Antonio
This is your nations name, and your nations capital. Your government is based out of this location, and losing it in a war could have detrimental effects on your nation.
Single-Party State: Don Wyatt/Nationalist
Your type of government, and the current person or party in power. The possible government types are fairly vague, them being Reactionary, Conservative, Nationalist, Liberal, Progress, Socialist and Communist. Of course, those are but the generic names. You are more then welcome to give me a more interesting party name for your people. If you are a state ruled by one person, such as a Dictatorship or a Monarchy, your rulers name will appear there instead, with what their governing style is like afterwards. Generally, based off of what type of party is in power, you'd want to act in accordance to their ideology. If you do, your people will be happy, and you'll recieve all the bonuses that entails. If you don't, expect discontent, and depending on the situation, maybe even revolution!
Stability: 60%
Stability does not represent happiness entirely. Stability represents how sound your nation is doing, and how your government is managing things. A decent stability can be anywhere from 60% to 80%. Anything above 80% usually is generally not the norm, and usually most prominent in Totalitarian regimes, or Communist nations. Once your stability reaches below 59%, their is a chance of some sort of revolt or revolution occuring, so make sure you pay attention to growing discontent.
Economic Power: 6
This is how much money, or EP you're allowed to spend each turn. You may spend it on really anything you want, be it military units, domestic projects, cultural things. Money you don't spend and wish to bank will be incuded after the initial number, seperated by a back-slash.
Industrial Power: 130(+5)
If you have played my last NES, this Industrial Power and that are the exact same thing. It is a representation of not only population, but overall industry. Nations with small populations, or little industry, such as Khiva and Mongolia, will obviously have less Industrial Power, then a growing Industrial giant, such as California or the Franco-Germanic Empire. IP can be directly hit by enemy military endeavors, sabotage, diseases, or natural disasters, to name a few. IP can be grown through projects, or over time, depending on government policies and actions.
Military Grade: 4/3/3
The military grade represents the training and overall skill of your military. Having a higher grade obviously gives you better soldiers, and an advantage over those with lesser numbers then you. The first number represents your Army grade, the middle one your Naval grade, and the last one your Air force grade. In order to raise this grade, you need to pay the next number grade, multiplied by 10. So, for Texas, in this situation, in order to get level 5 military grade, would have to pay normally, 50 EP.
Which is quite a hefty sum. Which is why it is more than possible to gain discounts for new levels. Things such as new military programs, winning wars, and foreign training advisors (from nations with higher levels than you) can all signifiantly cut down the amount of money you need to pay.
Having seperate grades will allow you to tell where other nations really focus their training and money on.
Army: 14 Regiments, 2 Armored Brigades
Navy: 15 Gun-boats, 4 Destroyers, 3 Submarines
Airforce: 13 Fighter Squadrons, 2 Bomber Squadrons
Here are the totals for your current military, which is relatively self-explanitory.
Project:
Any sort of projects your nation is embarking on, goes here. Projects can have ultimate goals of doing things, such as raising tech, raising IP, EP, Happiness, assimilating newly aquired areas, or helping raise military grade. Projects, when in regards to tech at least, will take time to developt. If you wanted to say, start a scientific project to create "Robot Trash Collectors", the project would look a bit like this.
Project: Robot Trash Collectors (7/10)5,
The first number represents the amount of money invested in the project, the second is the amount of money you'd need overall in the projet, and the final number, in the parenthesis is how many turns or years, it will take to be able to access the technology.
Interests:
Where your government, and by extension people (or vice-versa) want to head. It may be as vague as 'Spreading the Faith', or as specific as reclaiming certain lands.
Unique Units
Unique Units are allowed, and in fact encouraged. Basic units, such as Regiments and Destroyers are rather boring. It costs 10 EP to create a Unique Unit, and it's strengths will largly be determined by tech and your military grade that would have something to do with the unit.
Technology
Is not the cornerstone of the game. The idea for the game is not, and never has been to spend your entire economy researching technology after technology. Yet, should you wish to try your hand at being the most technologically capable nation in the game, I'm not going to prevent that from happening. Since for better or worse, this game deals with modern technology, a lot of technology is going to be simply thereotical. As such, I'm going to have to make a decision wether or not the tech can and will exist, which, more often than not, you'll find out after your investment. Which, I can imagine, will be unpopular, but such is life. Investing in sciences in real life, doesn't necessarily gurantee results, as in this timeline.
On rare occassions, technology will be created or found in the update, or the possibilities of certain technologies will present themselves.
Nuclear-Weapons and Weapons of Mass Destruction
Had existed before the collapse, but largely are a thing of the past. Any nukes from before the collapse have either essentially 'rotted', been activated in their silos and destroyed, or simply disappeard. Something no one really seems to mind. From a perspective of your people in the future, it's a ridiculous concept, and largely a lost cause. After all, if one nation begins to develop nuclear weapons, others will follow in suit. And a whole lot of good another cold war of the magnitude will do the world. You'll be hard pressed to find scientists willing to redevelop the technology, engineers willing to build it, or anyone to actually fire or drop such a weapon. In out of game terms- don't try to get them. It's really not worth it.
That's not saying you can't jump through those hurtles to get such things. But the general idea is that your money should be invested elsewhere. Namely more interesting or creative weapons of mass destruction. Plagues, war machines, things of that nature. Every weapon of Mass-Destruction must also have a downfall, or a way to disable it. It doesn't necessarily have to be public knowledge, but their has to be something to counter it. As a wise man, Kozmos, once said, 'To every sword, there is a shield'.
Space
Is again, not a focus of the NES. But I'm not particularly opposed to players shooting for vamped up Space-Programs. As a whole, since the collapse, Space-travel has largely been ignored. After all, who has money to spend on that sort of nonsense? As such, you will have to take a few steps before you start to launch men on to the moon. Namely, creating a Space-Agency, buying satallites, space-craft, and all the other technology that comes into it. You have to walk before you run, so it's always wise to launch a few satallites before you aim for anything bigger as well.
Establishing a Space-Agency - Costs 10 EP
Satallite Launches - Cost 2 EP
Launching a Manned Vessel - Costs 10 EP, requires at least 1 Satallite launch
Launching a Moon-Landing Mission - Costs 15 EP, requires at least 1 Manned Vessel Launch
Anything past Moon-landings will be decided later.
Warfare, And You
First and foremost, here are the possible units to buy, and their prices.
Army
Regiments - 1 EP, 10 IP, buys you 1 Regiment. These are the base of your army.
Armored Brigades - 3 EP, 30 IP buys you 1 Armored Brigade. Stronger and faster than Regiments, Armored Brigades should be used to quickly crush enemy units. Their effectiveness is exemplified by their price. Requires At Least Army Grade 3
Navy
Gun-boats - 1 EP, 10 IP buys you 2 Gun-boat. Rather weak, what they lack in strength, they make up in numbers. Never expect them to hold their own against too many Destroyers or other Gun-boats. Should be used mostly as a support vessel.
Destroyers - 3 EP, 20 IP buys you 1 Destroyer. The main unit for any real navy. Relatively strong all around. Requires At Least Navy Grade 3
Cruisers- - 7 EP, 50 IP buys you 1 Cruiser. Stronger than Destroyers, Cruisers can generally make mince meat out of Gun-boats or Destroyers. Requires At Least Navy Grade 5
Air-Craft Carriers - 15 EP, 200 IP buys you 1 Air-Craft Carrier. The King of the Seas. Relatively weak by itself, make sure you always have some support vessels with it. With several dozen fights and bombers on board, however, it makes it a potent fighting force all by itself. Requires At Least Navy Grade 7
Submarines - 2 EP, 50 IP buys you 1 Submarine. The silent killers of the sea. Effective against all types of ship, assuming the other unit is unaware of it's presence.
Air
Fighter Squadrons - 1 EP, 10 IP for 2 Squadrons. The work-horses of any air force, fighter squadrons are decent at striking enemy ground units, and better at flying air-superiority missions.
Bomber Squadrons - 3 EP, 20 IP for 1 Squadron. Horribly weak against Fighter Squadrons, but it has the possibility of tearing enemy ground units to pieces. Requires At Least Air Grade 3
War is the corner stone of any NES, for better or worse. It's a good measuring stick to determine how strong you are, and how successful you are in the overall NES. The problem with such things is many wars are fought for little more reason, than to take land. Which is fine. But in this modernish world, that's not exactly something your people will go for. You need to have a reason, or at least pretend to have a reason to go to war. And even then, completely annexing an entire nation is generally a poor idea. You're talking about years of instablity, and rebellion in the region. Beating a nation, taking some land, and forcing economic and political policies on them is usually a better idea. Don't say you haven't been warned.
Combat System
I have been working on a combat system, that might make fighting wars in general make a lot more sense, and make things easier on me. Utilizing numbers, I will be able to determine casualty rates for both sides of any given battle, taking into account things such as Military Grade, air support, and geography. Other things that might help, or detract, from the fighting strength of your soldiers is things such as 'Moral Justification', or 'Public Declaration of War'. As such, unless you are attempted to completely annex a nation, rebellion and revolt is not a guarantee. Should it arise, it will arise for a very specific set of reasons. I'd be less vauge with this sort of thing, but I can easily forsee someone running the system. All I can recommend to players is, public declarations of war, having a good reason to fight it and having a reason at all to fight it.
Updates, Orders, And Such
I am going to try to get an update out a week. Sometimes, you might have to settle for that dreaded two week lull, but hopefully it won't happen often. I will put the date orders are due at the very top of this page, in the update, and I will do my best to remember to post in in the 'Next Orders Are Due' thread.
In your orders, the only thing I really want, is your nations name in the subject line, your nations stats as the first thing posted, followed by spending. It makes my job a lot easier.
With that, I hope you all enjoy yourselves, and ask any questions you may have as soon as possible.