Special thanks to JasonTheKing and DarthNader, both of whom put extensive work into developing this game and adding mechanics to it, as well as Stalin006 for creating the concept.
Background:
The Great Recession of 2008 was but a harbinger of what was to come. In 2017, a catastrophic economic meltdown crippled nations. Political and social order collapsed, the poorest hit harder than any. Now, in the year 2035, social order has returned for the strongest of nations, but this new world is not the same. The limitations of the old world are no longer, and there is no restraint on what the greater powers might do to the lesser. You are in control of one of these powers; what kind of world will you create? One where the strong dominate the weak? Or a world where the meek may have hope for their future?
RULES
Union of Soviet Socialist Republics / DarthNader
Leader: Leonid Brezhnev
Economy: (56c - 19 Upkeep +3 Stability) 40c
Treasury: -12c
Army:
1.) 1st Guards Army: 10 Mech. Infantry, 6 Armored, 4 Artillery, 5 Gunships - No Spec. - Elites (Upkeep: 3)
2.) 3rd Red Banner Shock Army: 12 Mech. Infantry, 8 Armored, 6 Artillery, 4 Gunships - No Spec. - Veterans (Upkeep: 2)
3.) 8th Red Star Tank Army: 8 Mech. Infantry, 14 Armored, 6 Artillery, 4 Gunships - No Spec. - Veterans (Upkeep: 3)
4.) Spetznaz GRU: 5 Infantry, 3 Mech. Infantry, 5 Paratroopers, 3 Gunships - Aerial Assault - Elite (Upkeep: 3)
Navy:
1.) Red Banner Northern Fleet: 2 Carriers, 9 Cruisers, 5 Destroyers, 22 Nuclear Submarines - Veterans (Upkeep: 3)
2.) Red Banner Pacific Fleet: 2 Carriers, 7 Cruisers, 3 Destroyers, 15 Nuclear Submarines - Veterans (Upkeep: 2)
3.) Black Sea Fleet: 5 Cruisers, 6 Destroyers, 8 Nuclear Submarines - Regulars (Upkeep: 0)
Air Force:
1.) 37th Air Army: 6 Fighters, 3 Strike Fighters, 14 Bombers - Veterans (Upkeep: 2)
2.) 16th Air Army: 15 Fighters, 5 Strike Fighters - Veterans (Upkeep: 1)
Strategic:
26,530 High Yield Warheads
Stability: 80%
Technological Research: ICBMs
Treaties: SALT II (US)
Occupied Territories: East Germany, Poland, Estonia, Latvia, Lithuania, Czechoslovakia, Hungary, Romania, and Bulgaria.
Economy
The first number is your gross income, which gathered from all the cities you control and whatnot. From there you subtract upkeep, which is the maintenance of your military. Then stability is either added or subtracted, depending on how high or low you stability stat is. All that equals the amount of credits you can spend each turn. Don’t worry about doing the calculations for stability or upkeep; I’ll do that for you. However, I do recommend you keep track…I have been known to make mistakes.
Your gross income can only be increased three ways: taking control of other countries, upgrading cities to metropolises, and/or receiving aid from another player nation. In the future, new methods of obtaining credits may become possible.
Getting credits from invading nations is self-explanatory, you occupy a foreign country and are in control of their industry. This is the most common way to increase your income.
Metropolises are a way to double a city’s income (from one to two). To create a metropolis, one must spend 15 Credits (All in one turn). A metropolis would then replace the city on the map and will be represented by an inverted city symbol. There is no upgrading of metropolises.
Player nations can send aid to other player nations and NPC nations, both superpowers and non-powers alike. This is a good way to make effective buffer states or to get neighbors to conform to your will. When sending aid, the sending nation must send multiple, equal payments for at least two turns (IE 2c for 5 turns or 4c for 3 turns, etc). When receiving aid, nations can only spend the credits on military spending (training, recruiting, etc). This means no researching techs or upgrading cities to metropolises. NPC nations being funded would use the credits on military building as well.
Credits can be spent on many things. Examples include funding pro-[insert your nation here] factions, constructing defensive fortifications, and establishing shady government organizations. If you have any ideas on other things you may want to spend credits on, send me a PM and I will let you know if it is feasible.
Treasury
A nations treasury consists of a nations saved up credits OR its debt. There is no limit to the amount of banked credits one can have, but it is possible to lose them if being invaded. Debt is produced by deficit spending, which is not only ok, but encouraged. The maximum amount of debt a nation can go into is equal to three times your spending credits. Should you find yourself with more debt than allowed, it is strongly encouraged you fix it…or may God have mercy on your soul. Ten percent interest is charged on your debt every four turns (every year), which is added on, with a minimum charge of one credit. Debt can be kept indefinitely, but every time interest is charged your stability will fall five percent. Deficit spending cannot be used to fund research.
Military
Your military is divided into three branches: Army, Navy, and Air Force. Each branch has its own purchasable units, each with its own prices. A list of units can be found on one of the following pages. Each military branch is split into armies, fleets, and air wings which players may name. An army operates as a group, so you cannot split their individual units while deploying them. Each army/fleet/air wing has its own symbol on the map, numbers will be used for armies and fleets while letters will be used for air wings. The letters and numbers will be assigned according to the order of the armies, fleets, and air wings in your stats (the first will be 1 or A, second 2 or B, etc). Each can be moved every turn, including the turn you build them. Measuring tools are available in the top right corner of the map for army movement and air wing operational ranges. Navies move along the map’s grid and can move roughly four grid squares per turn. Air wings, may relocate to any friendly location on the planet, but cannot attack at all or defend themselves effectively in the same turn.
Armies, fleets, and air wings all have upkeep, which is determined by the army’s size, training, and specialization. Size upkeep is broken into groups. An army with 1-19 units needs no size upkeep; armies with 20-29 units have a size upkeep of one, 30-39 has two, etc. Armies can be as large as your heart desires. One can create a new army/fleet/air wing for 10 credits plus the cost of the units you wish to put in it.
Armies/fleets/air wings all have training. A new army starts with a training of “Green”, the lowest level. To upgrade to the next level, “Regular”, one must pay 10 credits. You must pay 15 credits to upgrade to “Veteran” and then 20 for “Elite”. So, to get an army from “Green” to “Elite”, it will cost a grand total of 45 credits. The higher your training, the better the army performs in battle. Now, all “Green” and “Regular” armies do not require upkeep for their training level, but for each level higher than “Regular” an army is, a credit for upkeep is needed. So, for “Veteran” one credit is needed, while for “Elite” two credits are needed.
Armies (but not fleets or air wings) can be specialized to fight in particular environments or situations. These are Arctic, Alpine, Desert, Tropical, Aerial Assault, and Amphibious Assault. An army with specialization will fight better in certain situations, but worse in others. For example, an army with training in desert warfare will do well in North Africa, but will struggle in the jungles of Central America. It costs 10 credits to specialize an army, and another 10 to change it. Armies with the Aerial Assault and Amphibious Assault specializations are recommended to have Paratroopers and Marines respectively, although this is not necessary. A specialized army costs one extra credit towards upkeep. An army cannot have multiple specializations.
It is possible for an army/fleet/air wing to not have any upkeep, as long as it is below 19 units, has a training of “Green” or “Regular” and is not specialized.
Fleets with Supercarriers pay extra upkeep. A single credit is required for one or two Supercarriers, while three or four Supercarriers need two credits, and so on.
Upkeep will be taken care of by me, so don’t worry about it too much.
New military units can be made anywhere, within reason. Tanks can’t be produced in the boondocks; large warships can’t be made in small ports, etc. Please use common sense when deciding where units are created. If an area is questionable, ask me. Cities are almost always safe though. During a war, any army which has direct land access to the "home country" and is no more than one turn's distance from the border at the beginning of the turn will be able to be "reinforced" with newly purchased units.
Military Police/Gendarme Battalions may be purchased for one credit each. These are used to curb civil unrest in any and all territories a player controls. They are not part of armies and have their own section in the stats when created. MP battalions have no offensive capabilities nor any defensive capabilities.
Stability
Stability determines two things. The first is how much extra credits you get or how many you lose. For every 5% above 50, you gain an extra credit; for every 5% below 50, you lose a credit. The second is how likely revolts are to occur in your nation. Obviously, the higher your stability is the better. It is based on the view your people have of your nation, and reflects their overall confidence and affects their economic productivity, which affects your income. You cannot spend money to improve it, but performing certain acts may improve it (or perhaps hurt it).
Technology
This is where your fully researched technologies will be listed. Your research in progress will be here as well. Researchable technologies can be found below.
As you research technologies, newer ones may become available. A nation that finishes a tech will be the first one to see the newer potential technology, and will be the only one to know it for one season, after which it will become public. This gives said nation the potential for a head-start on research.
Insurgencies
Not only can you fund other nations, you can fund insurgents in countries as well. Credits can be spent to form militant groups in foreign nations (IE Contra, the Taliban, etc) which would destabilize said nation and helps improve the success of revolutions. There are no set prices for this, but informal upkeep would be required to keep the insurgents well armed and supplied. Insurgents can be established in both NPC and player nations, although it is generally more expensive in player nations. The amount of funding, as well as the population of the nation with the insurgency, will determine the size and strength of militants.
Revolutions/Civil Wars
Conflict between your government and internal forces could arise if your stability gets low enough. Several things determine how such conflicts will be resolved, some of which players can control. Regardless of the outcome, a nation will face problems, which may include:
- Lower income/drained treasury
- Loss of territory
- Smaller military
- Several turns of stagnated production
- New government
FAQ
So what do we do with all those small gray nations, and how do invasions work?
This is a good question. This world is full of war, so it is not uncommon for a superpower to invade a neighbor of theirs. This is a good way to increase your credits. A neutral nation will fight back and you will take casualties according to many factors (how strong neutral nation is, how strong your own forces are, terrain, etc). A neutral nation will almost NEVER accept peace where they lose some territory (its either you successfully defeat them or you withdraw). You gain income from a city only when the nation is completely subdued. Regarding Player v. Player conflicts, when you capture a city neither you nor its original owner can earn money from it until there is peace.
Please do not send out dozens of “will you join us peacefully?” questions to your neutral neighbors! Only when you have a REALLY good reason, and I mean REALLY good, will they accept (such as a VERY obvious impending invasion of a rival nation and you are strong enough to protect them). Your government has a lot to do with this too.
I'll take over Korea (united, I suppose?)
Unfortunately the gray, neutral nations are not allowed to be taken. You can never create a new nation out of them or out of your own territory.
What about all those small island nations, do they have a value?
Yes and no. Some islands do have a half credit value, while others have no economic value at all. Below you will find a list of the islands/island chains that are worth half credit. Since nothing costs half a credit, you would need to control two of these to get anything that can be added to your income. As for islands which are part of other nations, most will be worthless economically. However, taking the territory may be beneficial to your stability and/or military capabilities. It’s not unheard of to have an air wing on a small island base.
Caribbean Sea
- "The Bahamas" (Lucayan Archipelago)
- Leeward Islands (Virgin Islands to Guadeloupe)
- Windward Islands (Dominica to Barbados)
- Trinidad and Tobago
- Leeward Antilles (Dutch Antilles)
Atlantic Ocean
- Northern Macaronesia (Canaries/Azores)
- Southern Macaronesia (Cape Verde)
- South Atlantic Islands (Falkland, South Georgia, and South Sandwich islands)
Pacifc Ocean
- Solomon Islands
- New Caledonia
- Vanuatu
- Fiji
- Micronesia (FS of Micronesia and Palau
- Mariana Islands
- Marshall Islands
- Kiribati
- French Polynesia
- Greater Samoa (Samoa, Tuvalu, Tonga, Cook Islands, etc)
- Galapagos Islands
Indian Ocean
- Andaman and Nicobar Islands
- Greater Maldives (Maldives, Lakshadweep, and Chagos Archipelago)
- Comoros
- Seychelles
- Mauritius
- Reunion
- French Southern Islands (Les Kerguelen and Prince Edward Islands)
Mediterranian Sea
- Cyprus
Can cities (credits) be destroyed or created?
No.
How many Armies/Troops can be transported by a navy?
Navies are not necessarily involved in transporting troops from one location to another. Transport ships are "free", and can move four tiles in one turn just like normal navies. However, they have absolutely no protection, and can be destroyed by an enemy air force or navy with ease. Consider bringing along your fleet for protection
Is there a way we can see enemy NPC stats or to spy on them?
Yes, this can be done with certain equipment that will be available when technologies such as Advanced Software Development or Space Travel.
Can Armies/Navies/Air Wings be used the same turn they are purchased?
No.
Is there any in-game weight behind treaties/agreements?
For most agreements, no. Things such as Non-Aggression Pacts, Spheres of Influence, Alliances, ect. should be taken with a grain of salt. Your people will not particularly mind if you break agreements, so long as you win. That being said, a player who consistently breaks treaties will probably be looked at by other players as someone not to be trusted. So, keep that in mind.
The sole exception to this is peace treaties that deal with lands no longer being disputed. If territory is ceded, the peace turn will take that turn to go into effect and will be cancelled if one party breaks it.
For example, if Europe and Russia signed a peace agreement in Winter of 2038 for Europe to cede Warsaw to Russia, and in Winter of 2038, Russia decided to sign the treaty but then still attack Europe, Warsaw would revert to disputed. Russia would have to wait until Spring 2038 to attack for Warsaw to be undisputed and still provide him income.
What's going on with the Panama and Suez Canals?
The Panama and Suez Canals both still exist and may be used if your nation owns them, or has permission from the nation that owns them. NPCs will never allow you to cross the canal if they own it.
Background:
The Great Recession of 2008 was but a harbinger of what was to come. In 2017, a catastrophic economic meltdown crippled nations. Political and social order collapsed, the poorest hit harder than any. Now, in the year 2035, social order has returned for the strongest of nations, but this new world is not the same. The limitations of the old world are no longer, and there is no restraint on what the greater powers might do to the lesser. You are in control of one of these powers; what kind of world will you create? One where the strong dominate the weak? Or a world where the meek may have hope for their future?
RULES
Union of Soviet Socialist Republics / DarthNader
Leader: Leonid Brezhnev
Economy: (56c - 19 Upkeep +3 Stability) 40c
Treasury: -12c
Army:
1.) 1st Guards Army: 10 Mech. Infantry, 6 Armored, 4 Artillery, 5 Gunships - No Spec. - Elites (Upkeep: 3)
2.) 3rd Red Banner Shock Army: 12 Mech. Infantry, 8 Armored, 6 Artillery, 4 Gunships - No Spec. - Veterans (Upkeep: 2)
3.) 8th Red Star Tank Army: 8 Mech. Infantry, 14 Armored, 6 Artillery, 4 Gunships - No Spec. - Veterans (Upkeep: 3)
4.) Spetznaz GRU: 5 Infantry, 3 Mech. Infantry, 5 Paratroopers, 3 Gunships - Aerial Assault - Elite (Upkeep: 3)
Navy:
1.) Red Banner Northern Fleet: 2 Carriers, 9 Cruisers, 5 Destroyers, 22 Nuclear Submarines - Veterans (Upkeep: 3)
2.) Red Banner Pacific Fleet: 2 Carriers, 7 Cruisers, 3 Destroyers, 15 Nuclear Submarines - Veterans (Upkeep: 2)
3.) Black Sea Fleet: 5 Cruisers, 6 Destroyers, 8 Nuclear Submarines - Regulars (Upkeep: 0)
Air Force:
1.) 37th Air Army: 6 Fighters, 3 Strike Fighters, 14 Bombers - Veterans (Upkeep: 2)
2.) 16th Air Army: 15 Fighters, 5 Strike Fighters - Veterans (Upkeep: 1)
Strategic:
26,530 High Yield Warheads
Stability: 80%
Technological Research: ICBMs
Treaties: SALT II (US)
Occupied Territories: East Germany, Poland, Estonia, Latvia, Lithuania, Czechoslovakia, Hungary, Romania, and Bulgaria.
Economy
The first number is your gross income, which gathered from all the cities you control and whatnot. From there you subtract upkeep, which is the maintenance of your military. Then stability is either added or subtracted, depending on how high or low you stability stat is. All that equals the amount of credits you can spend each turn. Don’t worry about doing the calculations for stability or upkeep; I’ll do that for you. However, I do recommend you keep track…I have been known to make mistakes.
Your gross income can only be increased three ways: taking control of other countries, upgrading cities to metropolises, and/or receiving aid from another player nation. In the future, new methods of obtaining credits may become possible.
Getting credits from invading nations is self-explanatory, you occupy a foreign country and are in control of their industry. This is the most common way to increase your income.
Metropolises are a way to double a city’s income (from one to two). To create a metropolis, one must spend 15 Credits (All in one turn). A metropolis would then replace the city on the map and will be represented by an inverted city symbol. There is no upgrading of metropolises.
Player nations can send aid to other player nations and NPC nations, both superpowers and non-powers alike. This is a good way to make effective buffer states or to get neighbors to conform to your will. When sending aid, the sending nation must send multiple, equal payments for at least two turns (IE 2c for 5 turns or 4c for 3 turns, etc). When receiving aid, nations can only spend the credits on military spending (training, recruiting, etc). This means no researching techs or upgrading cities to metropolises. NPC nations being funded would use the credits on military building as well.
Credits can be spent on many things. Examples include funding pro-[insert your nation here] factions, constructing defensive fortifications, and establishing shady government organizations. If you have any ideas on other things you may want to spend credits on, send me a PM and I will let you know if it is feasible.
Treasury
A nations treasury consists of a nations saved up credits OR its debt. There is no limit to the amount of banked credits one can have, but it is possible to lose them if being invaded. Debt is produced by deficit spending, which is not only ok, but encouraged. The maximum amount of debt a nation can go into is equal to three times your spending credits. Should you find yourself with more debt than allowed, it is strongly encouraged you fix it…or may God have mercy on your soul. Ten percent interest is charged on your debt every four turns (every year), which is added on, with a minimum charge of one credit. Debt can be kept indefinitely, but every time interest is charged your stability will fall five percent. Deficit spending cannot be used to fund research.
Military
Your military is divided into three branches: Army, Navy, and Air Force. Each branch has its own purchasable units, each with its own prices. A list of units can be found on one of the following pages. Each military branch is split into armies, fleets, and air wings which players may name. An army operates as a group, so you cannot split their individual units while deploying them. Each army/fleet/air wing has its own symbol on the map, numbers will be used for armies and fleets while letters will be used for air wings. The letters and numbers will be assigned according to the order of the armies, fleets, and air wings in your stats (the first will be 1 or A, second 2 or B, etc). Each can be moved every turn, including the turn you build them. Measuring tools are available in the top right corner of the map for army movement and air wing operational ranges. Navies move along the map’s grid and can move roughly four grid squares per turn. Air wings, may relocate to any friendly location on the planet, but cannot attack at all or defend themselves effectively in the same turn.
Armies, fleets, and air wings all have upkeep, which is determined by the army’s size, training, and specialization. Size upkeep is broken into groups. An army with 1-19 units needs no size upkeep; armies with 20-29 units have a size upkeep of one, 30-39 has two, etc. Armies can be as large as your heart desires. One can create a new army/fleet/air wing for 10 credits plus the cost of the units you wish to put in it.
Armies/fleets/air wings all have training. A new army starts with a training of “Green”, the lowest level. To upgrade to the next level, “Regular”, one must pay 10 credits. You must pay 15 credits to upgrade to “Veteran” and then 20 for “Elite”. So, to get an army from “Green” to “Elite”, it will cost a grand total of 45 credits. The higher your training, the better the army performs in battle. Now, all “Green” and “Regular” armies do not require upkeep for their training level, but for each level higher than “Regular” an army is, a credit for upkeep is needed. So, for “Veteran” one credit is needed, while for “Elite” two credits are needed.
Armies (but not fleets or air wings) can be specialized to fight in particular environments or situations. These are Arctic, Alpine, Desert, Tropical, Aerial Assault, and Amphibious Assault. An army with specialization will fight better in certain situations, but worse in others. For example, an army with training in desert warfare will do well in North Africa, but will struggle in the jungles of Central America. It costs 10 credits to specialize an army, and another 10 to change it. Armies with the Aerial Assault and Amphibious Assault specializations are recommended to have Paratroopers and Marines respectively, although this is not necessary. A specialized army costs one extra credit towards upkeep. An army cannot have multiple specializations.
It is possible for an army/fleet/air wing to not have any upkeep, as long as it is below 19 units, has a training of “Green” or “Regular” and is not specialized.
Fleets with Supercarriers pay extra upkeep. A single credit is required for one or two Supercarriers, while three or four Supercarriers need two credits, and so on.
Upkeep will be taken care of by me, so don’t worry about it too much.
New military units can be made anywhere, within reason. Tanks can’t be produced in the boondocks; large warships can’t be made in small ports, etc. Please use common sense when deciding where units are created. If an area is questionable, ask me. Cities are almost always safe though. During a war, any army which has direct land access to the "home country" and is no more than one turn's distance from the border at the beginning of the turn will be able to be "reinforced" with newly purchased units.
Military Police/Gendarme Battalions may be purchased for one credit each. These are used to curb civil unrest in any and all territories a player controls. They are not part of armies and have their own section in the stats when created. MP battalions have no offensive capabilities nor any defensive capabilities.
Stability
Stability determines two things. The first is how much extra credits you get or how many you lose. For every 5% above 50, you gain an extra credit; for every 5% below 50, you lose a credit. The second is how likely revolts are to occur in your nation. Obviously, the higher your stability is the better. It is based on the view your people have of your nation, and reflects their overall confidence and affects their economic productivity, which affects your income. You cannot spend money to improve it, but performing certain acts may improve it (or perhaps hurt it).
Technology
This is where your fully researched technologies will be listed. Your research in progress will be here as well. Researchable technologies can be found below.
As you research technologies, newer ones may become available. A nation that finishes a tech will be the first one to see the newer potential technology, and will be the only one to know it for one season, after which it will become public. This gives said nation the potential for a head-start on research.
Insurgencies
Not only can you fund other nations, you can fund insurgents in countries as well. Credits can be spent to form militant groups in foreign nations (IE Contra, the Taliban, etc) which would destabilize said nation and helps improve the success of revolutions. There are no set prices for this, but informal upkeep would be required to keep the insurgents well armed and supplied. Insurgents can be established in both NPC and player nations, although it is generally more expensive in player nations. The amount of funding, as well as the population of the nation with the insurgency, will determine the size and strength of militants.
Revolutions/Civil Wars
Conflict between your government and internal forces could arise if your stability gets low enough. Several things determine how such conflicts will be resolved, some of which players can control. Regardless of the outcome, a nation will face problems, which may include:
- Lower income/drained treasury
- Loss of territory
- Smaller military
- Several turns of stagnated production
- New government
FAQ
So what do we do with all those small gray nations, and how do invasions work?
This is a good question. This world is full of war, so it is not uncommon for a superpower to invade a neighbor of theirs. This is a good way to increase your credits. A neutral nation will fight back and you will take casualties according to many factors (how strong neutral nation is, how strong your own forces are, terrain, etc). A neutral nation will almost NEVER accept peace where they lose some territory (its either you successfully defeat them or you withdraw). You gain income from a city only when the nation is completely subdued. Regarding Player v. Player conflicts, when you capture a city neither you nor its original owner can earn money from it until there is peace.
Please do not send out dozens of “will you join us peacefully?” questions to your neutral neighbors! Only when you have a REALLY good reason, and I mean REALLY good, will they accept (such as a VERY obvious impending invasion of a rival nation and you are strong enough to protect them). Your government has a lot to do with this too.
I'll take over Korea (united, I suppose?)
Unfortunately the gray, neutral nations are not allowed to be taken. You can never create a new nation out of them or out of your own territory.
What about all those small island nations, do they have a value?
Yes and no. Some islands do have a half credit value, while others have no economic value at all. Below you will find a list of the islands/island chains that are worth half credit. Since nothing costs half a credit, you would need to control two of these to get anything that can be added to your income. As for islands which are part of other nations, most will be worthless economically. However, taking the territory may be beneficial to your stability and/or military capabilities. It’s not unheard of to have an air wing on a small island base.
Spoiler :
Caribbean Sea
- "The Bahamas" (Lucayan Archipelago)
- Leeward Islands (Virgin Islands to Guadeloupe)
- Windward Islands (Dominica to Barbados)
- Trinidad and Tobago
- Leeward Antilles (Dutch Antilles)
Atlantic Ocean
- Northern Macaronesia (Canaries/Azores)
- Southern Macaronesia (Cape Verde)
- South Atlantic Islands (Falkland, South Georgia, and South Sandwich islands)
Pacifc Ocean
- Solomon Islands
- New Caledonia
- Vanuatu
- Fiji
- Micronesia (FS of Micronesia and Palau
- Mariana Islands
- Marshall Islands
- Kiribati
- French Polynesia
- Greater Samoa (Samoa, Tuvalu, Tonga, Cook Islands, etc)
- Galapagos Islands
Indian Ocean
- Andaman and Nicobar Islands
- Greater Maldives (Maldives, Lakshadweep, and Chagos Archipelago)
- Comoros
- Seychelles
- Mauritius
- Reunion
- French Southern Islands (Les Kerguelen and Prince Edward Islands)
Mediterranian Sea
- Cyprus
Can cities (credits) be destroyed or created?
No.
How many Armies/Troops can be transported by a navy?
Navies are not necessarily involved in transporting troops from one location to another. Transport ships are "free", and can move four tiles in one turn just like normal navies. However, they have absolutely no protection, and can be destroyed by an enemy air force or navy with ease. Consider bringing along your fleet for protection
Is there a way we can see enemy NPC stats or to spy on them?
Yes, this can be done with certain equipment that will be available when technologies such as Advanced Software Development or Space Travel.
Can Armies/Navies/Air Wings be used the same turn they are purchased?
No.
Is there any in-game weight behind treaties/agreements?
For most agreements, no. Things such as Non-Aggression Pacts, Spheres of Influence, Alliances, ect. should be taken with a grain of salt. Your people will not particularly mind if you break agreements, so long as you win. That being said, a player who consistently breaks treaties will probably be looked at by other players as someone not to be trusted. So, keep that in mind.
The sole exception to this is peace treaties that deal with lands no longer being disputed. If territory is ceded, the peace turn will take that turn to go into effect and will be cancelled if one party breaks it.
For example, if Europe and Russia signed a peace agreement in Winter of 2038 for Europe to cede Warsaw to Russia, and in Winter of 2038, Russia decided to sign the treaty but then still attack Europe, Warsaw would revert to disputed. Russia would have to wait until Spring 2038 to attack for Warsaw to be undisputed and still provide him income.
What's going on with the Panama and Suez Canals?
The Panama and Suez Canals both still exist and may be used if your nation owns them, or has permission from the nation that owns them. NPCs will never allow you to cross the canal if they own it.