Daftpanzer
canonically ambiguous
Ideas_Stream:function{Console: Data[NEB3_Concept].Output.Dump(); Callback: %On_Enddump;}
//Ref: New Project - Prototype
LP: population. Workforce (more people makes more resources) and recruit pool (consumed to activate new units).
IP: builds stuff (units, infrastructure cards)
Int: research & intelligence cards.
Eco: money (buy resources from global market)
Minerals: one mineral consumed for each IP spent. If you run out, you’ll be buying from the global market.
Food: Infantry healing or Pop growth: Spend one Food to heal an infantry unit. Spend 2 Food to get 1 extra LP (limited to your nation’s food demand).
Fuel: vehicles have a fuel rating. You can spend this amount of fuel on them to get a combat bonus for one turn.
Goods: cost 1PP each to make (or, rarely, is a collectible resource), and converts to x Eco, depending on your nation’s demand. Fulfil your Goods demand on any given turn, and you will receive a random bonus card (in line with your nation’s personality). There will be a ‘cool down’ before you can trigger another such bonus.
Bombs: costs 1PP each. Heavy artillery and aircraft have a Bomb rating, and can expend this amount of Bombs to cause extra damage in their attacks per turn (lesser ordinance is used by default).
Doctrines: Please choose any three:
Human Wave
Small Unit Tactics
Guerilla War
Armoured Assault
Grand Front
Artillery Focus
Flexibility
Static Defence
Logistics
Naval Supremacy
Sea Raiders
Air Supremacy
Air Support
Int Areas: Please choose any two
Espionage
Counter - Intel
Command & Control
Engineering
Paranormal Research
Theoretical Physics
Cambrian Commonwealth
LP: ~30
IP: 4 (I can play normal cards up to a value of 4 IP)
Int: 2 (I can play Int cards up to a value of 2 Int)
Eco: $4 (I can make purchases from the global market up to a value of $4)
Stockpile: 6 Minerals, 3 Food, 3 Fuel, 2 Bombs (cool, I’ve got enough Minerals for one turn’s IP)
Demands: 4 Goods ($1), 4 Luxuries ($1), 10 Food (my nation can’t consume more than 4 Goods or 10 Food this turn).
On_Enddump:function{FishFor(Opinion,Approval)};
//Ref: New Project - Prototype
LP: population. Workforce (more people makes more resources) and recruit pool (consumed to activate new units).
IP: builds stuff (units, infrastructure cards)
Int: research & intelligence cards.
Eco: money (buy resources from global market)
Minerals: one mineral consumed for each IP spent. If you run out, you’ll be buying from the global market.
Food: Infantry healing or Pop growth: Spend one Food to heal an infantry unit. Spend 2 Food to get 1 extra LP (limited to your nation’s food demand).
Fuel: vehicles have a fuel rating. You can spend this amount of fuel on them to get a combat bonus for one turn.
Goods: cost 1PP each to make (or, rarely, is a collectible resource), and converts to x Eco, depending on your nation’s demand. Fulfil your Goods demand on any given turn, and you will receive a random bonus card (in line with your nation’s personality). There will be a ‘cool down’ before you can trigger another such bonus.
Bombs: costs 1PP each. Heavy artillery and aircraft have a Bomb rating, and can expend this amount of Bombs to cause extra damage in their attacks per turn (lesser ordinance is used by default).
Doctrines: Please choose any three:
Human Wave
Small Unit Tactics
Guerilla War
Armoured Assault
Grand Front
Artillery Focus
Flexibility
Static Defence
Logistics
Naval Supremacy
Sea Raiders
Air Supremacy
Air Support
Int Areas: Please choose any two
Espionage
Counter - Intel
Command & Control
Engineering
Paranormal Research
Theoretical Physics
Cambrian Commonwealth
LP: ~30
IP: 4 (I can play normal cards up to a value of 4 IP)
Int: 2 (I can play Int cards up to a value of 2 Int)
Eco: $4 (I can make purchases from the global market up to a value of $4)
Stockpile: 6 Minerals, 3 Food, 3 Fuel, 2 Bombs (cool, I’ve got enough Minerals for one turn’s IP)
Demands: 4 Goods ($1), 4 Luxuries ($1), 10 Food (my nation can’t consume more than 4 Goods or 10 Food this turn).
On_Enddump:function{FishFor(Opinion,Approval)};