Intro
The year is 1993 in the factitious nation of Almastan. War was forced upon Almastan in 1984, but they fought back bravely, ending it in 1989. Almastan won its war against the their ancient foes of Zazarstan, taking control of Lake Nassam. The war with Zazarstan left Almastan in ruins. In response a Coup took place within the Republic and Prime Minister Kell took control of the entire country. He instituted new policies and rebuilt the nations weak infrastructure. This came at a price however when he wouldnt step down of office in the 92 elections. Opposition was killed and protests stopped. To the eyes of the world he is a madman and to the eyes of his people a murderer. Can you help and bring his tyranny to an end?
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Rules:
First, simple help in setting up the template. Your "faction" is just the name of your group, and the leader is the name of the revolutionary at the head of it. Make sure to specify what he was before the revolt. The choices are:
Politician:
+ Will gather support from the masses more quickly
- May have trouble in advanced military planning
Ex-General:
+ Will have a distinct advantage in military maneuvering
- May have trouble gaining support from the people
Warlord:
+Increased diplomatic pressure(success) on Domestic and Foreign Governments
-more local/internal opposition
Anyways, once we're done with that, we go to credits. You receive 5,000 to begin with and can increase this amount in various ways. You can increase both your army and gold at the same time, but to do this you'd have to take a risk in the gathering of gold. For example, here are the two possibilities.
- Recruit men into army, pillage local banks (possibly successful robbery)
- Sell crops at market (Guaranteed increase in credits)
As for the army... you buy troops based on how much money you have, or, how good you are in persuading the local populace to your cause. For example, you could not increase your army at all, but if you gain support from the common man, you could get plenty of loyal, but inexperienced, men to pick up their muskets and join your cause. On the other hand, even if the people hate you, you could still use your wealth to get you a number of trained soldiers.
Navy is of little importance here. It just lets you move around troops and supplies. having a strong navy however means you can pirate the shores. Finding explosives and putting them on ships can be a deadly mixture(wink)
The amount you start with is the same throughout, and you can see it below.
Government is simple enough. Democracy, Republic, Parliamentary Democracy, Kingdom, anarchy, you get the drill.
Base is your base of operations. Name a town or region on the map where your movement will be centered (hint: don't do it in/near the capital city).
There are also rivers and roads(gray lines) located throughout Almastan. They serve as a way for the Almastan army and trade to move around. Although most of the road system was destroyed, the most vital areas have been restored. Staying near roads and rivers means that you can ambush caravans and passing traffic. However it also means that the Almastan army could get to you very quickly.
Another very important fact is that the other nations around Almastan will help or hurt you if you get on their good or bad sides.
The final new rule Drugs. Several hidden fields exist around Almastan, away from the governments eyes. The capture of these fields could bring in tons of cash if sold. Exporting it overseas would bring in even more money, but you would require boats to sell overseas. There are other targets such as armories, villages, enemy camps, etc, but drug fields will be the most helpful to you in the long run.
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Template
Faction:
Leader:
Credits: 5,000
Army: 100 Farmers
Navy: none
Government:
Base:
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Armory
Foot soldiers(primary fighting/peacekeeping force)
100 Farmers: 500 Credits (weak organization and firepower)
100 Militia: 1000 Credits (moderate organization and firepower)
100 Paramilitary: 1500 Credits (high organization and firepower)
100 Mercenaries: 2000 Credits(very high organization and firepower)
Vehicles(mobilizes foot soldiers, supporting force)
10 Trucks: 750 Credits (weak firepower)
10 Technicals: 1250 Credits (moderate firepower)
10 APCs: 1750 Credits(high firepower)
10 Light Tanks: 2500 Credits(very high firepower)
Ships(allows sea movement, supports shore/naval combat)
1 Fishing Boat: 1500 Credits (weak firepower- rams)
1 PT Boat: 2500 Credits(moderate firepower- machine gun)
1 Corvette: 3500 Credits(high firepower- heavy machine guns)
1 Destroyer: 5000 Credits(very high firepower- light cannons)\
note:
credits to aaminion for most rules and the game concept
The year is 1993 in the factitious nation of Almastan. War was forced upon Almastan in 1984, but they fought back bravely, ending it in 1989. Almastan won its war against the their ancient foes of Zazarstan, taking control of Lake Nassam. The war with Zazarstan left Almastan in ruins. In response a Coup took place within the Republic and Prime Minister Kell took control of the entire country. He instituted new policies and rebuilt the nations weak infrastructure. This came at a price however when he wouldnt step down of office in the 92 elections. Opposition was killed and protests stopped. To the eyes of the world he is a madman and to the eyes of his people a murderer. Can you help and bring his tyranny to an end?
---------------------------------------------------------------------
Rules:
First, simple help in setting up the template. Your "faction" is just the name of your group, and the leader is the name of the revolutionary at the head of it. Make sure to specify what he was before the revolt. The choices are:
Politician:
+ Will gather support from the masses more quickly
- May have trouble in advanced military planning
Ex-General:
+ Will have a distinct advantage in military maneuvering
- May have trouble gaining support from the people
Warlord:
+Increased diplomatic pressure(success) on Domestic and Foreign Governments
-more local/internal opposition
Anyways, once we're done with that, we go to credits. You receive 5,000 to begin with and can increase this amount in various ways. You can increase both your army and gold at the same time, but to do this you'd have to take a risk in the gathering of gold. For example, here are the two possibilities.
- Recruit men into army, pillage local banks (possibly successful robbery)
- Sell crops at market (Guaranteed increase in credits)
As for the army... you buy troops based on how much money you have, or, how good you are in persuading the local populace to your cause. For example, you could not increase your army at all, but if you gain support from the common man, you could get plenty of loyal, but inexperienced, men to pick up their muskets and join your cause. On the other hand, even if the people hate you, you could still use your wealth to get you a number of trained soldiers.
Navy is of little importance here. It just lets you move around troops and supplies. having a strong navy however means you can pirate the shores. Finding explosives and putting them on ships can be a deadly mixture(wink)
The amount you start with is the same throughout, and you can see it below.
Government is simple enough. Democracy, Republic, Parliamentary Democracy, Kingdom, anarchy, you get the drill.
Base is your base of operations. Name a town or region on the map where your movement will be centered (hint: don't do it in/near the capital city).
There are also rivers and roads(gray lines) located throughout Almastan. They serve as a way for the Almastan army and trade to move around. Although most of the road system was destroyed, the most vital areas have been restored. Staying near roads and rivers means that you can ambush caravans and passing traffic. However it also means that the Almastan army could get to you very quickly.
Another very important fact is that the other nations around Almastan will help or hurt you if you get on their good or bad sides.
The final new rule Drugs. Several hidden fields exist around Almastan, away from the governments eyes. The capture of these fields could bring in tons of cash if sold. Exporting it overseas would bring in even more money, but you would require boats to sell overseas. There are other targets such as armories, villages, enemy camps, etc, but drug fields will be the most helpful to you in the long run.
-------------------------------------------------
Template
Faction:
Leader:
Credits: 5,000
Army: 100 Farmers
Navy: none
Government:
Base:
----------------------------------------------
Armory
Foot soldiers(primary fighting/peacekeeping force)
100 Farmers: 500 Credits (weak organization and firepower)
100 Militia: 1000 Credits (moderate organization and firepower)
100 Paramilitary: 1500 Credits (high organization and firepower)
100 Mercenaries: 2000 Credits(very high organization and firepower)
Vehicles(mobilizes foot soldiers, supporting force)
10 Trucks: 750 Credits (weak firepower)
10 Technicals: 1250 Credits (moderate firepower)
10 APCs: 1750 Credits(high firepower)
10 Light Tanks: 2500 Credits(very high firepower)
Ships(allows sea movement, supports shore/naval combat)
1 Fishing Boat: 1500 Credits (weak firepower- rams)
1 PT Boat: 2500 Credits(moderate firepower- machine gun)
1 Corvette: 3500 Credits(high firepower- heavy machine guns)
1 Destroyer: 5000 Credits(very high firepower- light cannons)\
note:
credits to aaminion for most rules and the game concept