Luckymoose
The World is Mine
LuckNES V
Setting:The year is 1905; a century of cold war between Britain and Napoleonic France has left a complex and troubling world with the great game in full swing in the middle east and china, flashpoints around the world about to go critical, and radical and nationalist movements stalking through the minds of the Europeans. So far the British naval might has upheld the Status Quo, but with the completion of HMS Goliath the British realize they have built a battleship that renders all prior models obsolete…and suddenly he British naval lead doesn’t look so large after all.
Rules
Sample Nation Statistics
French Empire
Capital: Paris
Authoritarian Monarchy: Napoleon V
Dissent: 20%
Global Opinion: Respected
Base IC: 36
Military Spending: 19
Public Spending: 6
Private Enterprise: 11
Army: 65 Infantry Divisions, 20 Artillery Brigades
Army Quality: 8
Navy: 30 Battleships, 60 Escort Groups, 150 Light Vessel Groups
Navy Quality: 6
Air Force: 5 Light Recon Aircraft
Air Force Quality: 3
Government and Elections
Government
The government of a nation can be switched by any command of the player. As a warning, your decisions in switching government will have difficulty in resistance by the public, especially if you fail to adjust your economic spending to match your ideology. As an example, if the government of France changes from being a conservative republic to a communist dictatorship, the people will be outraged if half of the nation's IC remains in the control of private enterprises. Please be sure to consider the style of your economy and society before conducting a major government change.
Ruling Party/Monarch
To the right of your nation's government in the stats is the ruling party or absolute ruler of your government. This is not controllable except in the cases where we were unable to find a clear head of state, in which case you can come up with your own ruler. The exceptions are for republics and constitutional monarchies which have parties in charge. The example best for this would be the Republican Party in charge of the USA, or the Liberal PM in charge of the government of Denmark.
In an absolute monarchy or dictatorship, assuming the nation does not reform at any point into a republican style government, head of state can change by player's request only alongside a good story or description of the events leading to change. Otherwise, rulers will keep their crowns until they were historically deposed or till they die.
Elections
Elections happen naturally and can be decided by the player or if not I will decide based on the course of the nation and the people within throughout the NES.
Dissent
Dissent is the key indicator of your success and the stability of your government. Dissent rises in the following circumstances:
1. When you radically shift economic policies.
2. When you shift government types.
3. When a republic shifts control from one party to another.
4. When you lose a war
5. Other types of unfortunate events which can surprise you and have a wide variety of styles in which they are introduced.
Dissent falls in the following circumstances:
1. When a government successfully shifts to a more publicly preferred form.
2. when spending in welfare policies and public spending increases.
3. when you win a war
4. when a party is reelected to government
5. Other types of fortunate events
Economy
Base IC
The Base IC is NOT the IC you spend each turn. This is the total combined IC your nation produces, and a collection between the production and development of military assets, the spending put into welfare and other public projects, and the amount of industry and economy controlled by private enterprises such as corporations and wealthy individuals. IC cannot be banked or saved over time, and all must be spent or else you will lose it. Once again I'd like to repeat that Base IC is NOT the IC you spend each turn.
Shifting IC Emphasis and Spending IC
Shifting IC
Your Base IC determines the total amount of IC per turn you gain, and from that the IC is divided into different aspects of your economy. You can shift the amount you want to have per turn in each section very easily, just put the shift into orders and it will be done. Beware, however, the consequences that a major shift will have upon your people and your dissent rating. War would provide reasonable basis for a radical shift in economic policy.
Max Military Spending: A totalitarian government bent on a total war of annihilation against all of its enemies.
Max Public Spending: An utopian regime providing free health care, welfare, and employment for all the people. An idealist's socialist heaven.
Max Private Enterprise: An nation managed, owned, and operated by a major corporation.
Spending IC
If IC per turn is in Public Spending or Private Enterprise it cannot be spent to produce military units or research military technologies. The benefits to removing some of your IC per turn to those categories will be discussed below. IC produced in the Defense Spending section can be individual spent by the player, much like in Eve of War or Shadow of Rome NESes. The only exception to the spending rule is in the construction of Great Projects, which can use both the Public Spending and the Military Spending in their construction. This is also discussed more below.
Military Spending
Military spending IC is the only IC that you can specifically spend on production and military research. If you do not spend the IC, it is not banked, but is lost forever. This is also the spending used to advance yourself along the military technological tree, which is discussed The following are the costs of units which can be built by military spending IC.
Ground Forces
Militia Division: 1 IC for 2 Divisions. These are moderately better forces than Irregulars, but still become mutinous if they are sent out on the offensive. They will be better during peacetime than irregulars, and they do put up almost as good of a fight on the defensive as regular Infantry.
Infantry/Mountain/Marine/Division: 1 IC for 1. These forces provide the standard military forces to most nations. Please describe what you are buying or they will be placed as regular infantry.
Cavalry Division: 1 IC for 1: These mounted forces provide the first mobile force available to the nations of the world.
Artillery Brigades: 2 IC for 1: Artillery is the backbone of modern warfare, providing defensive and offensive means at far reaching and strong stopping ability.
Naval Forces
Goliath Battleship: 4IC for 1: Huge battleships, the largest ever made. Most ships guns cannot pierce the hulls of these colossus.
Battleship: 2 IC for 1. Top of the line, modern fighting ships. They are large and pack a huge punch on the sea.
Escort Group: 1 IC for 1. These forces are vital support for capital ships in that they provide protection against smaller and faster ships which can evade the larger guns of the dreadnoughts and battleships.
Light Vessel Groups: 1 IC for 2: Useful in coastal patrols and recon.
Transport Groups: 1 IC for 1: One group of transport ships can transport 5 divisions. Meaning you can only transport troops if you have the ships to do so. They have little protection and are easy targets at sea.
Submarines: 2 IC for 1: Only if you have the tech. These are very early submarines.
Air Force
Light-Recon Aircraft Groups: 1 IC for 1: They are useful to scout ahead for ground movements but have no weapons of their own.
Airships: 3 IC for 1: They can carry light bomb loads but move slow and are easily shot down by ground fire.
Light-Combat Aircraft Wings: 1 IC for 1: These are basically upgraded recon planes with the pilots carrying a weapon.
Fighter Squadron: 2 IC for 1: Requires Fighter Tech: These are faster, bi or tri planes with machine guns.
Public Spending
Public Spending represents the amount of your economy which is used to provide for the unfortunate of your nation's society. Most civilized nations will start with at least 1 IC per turn put into Public Spending, representing police forces and basic pension and compensation plans. A real life example would be 1 IC in spending would be the USA in 1920, and 10 IC in public spending would be the USA in 1933. (and 100 IC in public spending would be USA in 1999.)
Placing money in Public Spending provides your people with security in their jobs and lives. You may justify your switch, increase or decrease, in public spending in your orders, or I'll do it for you in the update. Increasing Public Spending will often help decrease dissent, with a few different circumstances. For example, public spending would be far less popular in a majority conservative nation then in a socialist or liberal one.
Private Enterprise
Private Enterprise is the most essential aspect for a long term game plan. Empasis in privately owned business has some downsides, but very large upsides in the long run. The most obvious aspect will be the rapid development of civilian technology in a nation with heavy private enterprise. In turn, the development of civilian technology will ultimately spark the development of more advanced military technology. The downside, of course, is an increasingly powerful stake of private corporations in the management of your nation. Ultimately it is your choice.
Global Opinion
Your nation's global opinion is the reflection that your empire gives to the rest of the nations of the world. If your global opinion is higher it will help in getting one of your citizens elected to the Council of Nations and make it more likely for popular rebellions in support of your nation, it will also make it easier to make alliances or trade deals. On the other hand, if your nation is feared or hated, all those things will be that much harder to do.
Attacking a nation which is more globally hated than your own will have a less negative effect on your own global opinion. If you attack a nation that is far more beloved, you will bring the wrath of global opinion down upon ye.
Scale:
Beloved-Admired-Respected-Liked-Neutral-Disliked-Hated-Adored-Feared
Military and Its Use
Warfare
Therefore, I must ask that when you send orders, describe your plan for the whole war, and leave the specific strategy to the generals in charge. On a related note, your generals can and will get better over time, so remember their names and keep them fighting to get a better military.
Artillery and early armor will both be considered automatically a part of divisions which are in your army, supporting part of Infantry and Cavalry divisions only. Research into these aspects of war will significantly increase the strength of your divisions in comparison to your enemies. These effects are reflected within your Military Quality section of the stats.
Military Quality
Your military quality demonstrates how well advanced, experienced, or trained your armed forces are. This can be modified in several ways, including through Projects which revolve around military training, fighting wars, and researching new military technologies. Some nations have naturally higher qualities than others, Germany and Switzerland being the prime examples. Research is the best way to decrease the gap, and winning wars will have a positive effect on your military's quality as well. Losing wars could possible decrease quality, but it is far easier to increase than decrease. Remember to keep up with modernization or you could find yourself horribly beaten if you go to war.
It goes on a scale from worst the best at 1-10.
Research
There will be multiple types of research trees. Army, Navy, Air Force are the ones for the Military branch. You then have Public (as in healthcare and other things) and Corporate (such as factory machinery). Developing a tech will give you a certain stat boost and the technology.
Research funs/organizations/alliances can be made.