NukaNESIOT: Superpowers

Nuka-sama

See ya! It has been a fun decade!
Joined
Jan 27, 2006
Messages
9,473
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.


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.
 
Stats

African Federation/Warriorx1
Leader: President Nelson Bair
Government: Federation
Economy: 30c-3c Upkeep+3c Stability=30c
Treasury: -50c (due Winter 2038)
Army:
1 1st Army: 4 Infantry, 1 Marine, 1 Mech, 1 Armor, 2 Artillery, 1 Gunship-No Spec-Veterans (Upkeep: 1c)
2 2nd Army: 3 Infantry, 1 Mech, 1 Armor, 2 Artillery-No Spec-Regulars (Upkeep: 0c)
3 3rd Army: 3 Infantry-No Spec-Green (Upkeep: 0c)
Navy:
1 1st Naval Task Force: 2 Supercarriers, 1 Carrier, 2 Cruisers, 1 Nuclear Submarine, 2 Destroyers-Veterans (Upkeep: 2c)
Air Force:
A 118th Tactical Fighter Wing “Mobius Squadron”: 3 Fighters, 2 Strike Fighters-Regulars (Upkeep: 0c)
Stability: 66%
Technology: Advanced Mechanics (10/40)
Occupied Countries: Mozambique (2), Zimbabwe (2), Zambia (1), Madagascar (1), Angola (2), Gabon (1), Rep. of Congo (2), Equatorial Guinea, Cameroon, Chad, Ivory Coast

Empire of Argentina/christos200
Leader: Emperor Ignacio I
Government: Absolute Monarchy
Economy: 18c-3c Upkeep+4c Stability=19c
Treasury:
Army:
1 Tigers: 8 Infantry, 1 Armor, 2 Artillery, 1 Gunship-Alpine-Elite (Upkeep: 3c)
Navy:
1 Wolfpack: 1 Nuclear Submarine-Regulars (Upkeep: 0c)
Air Force:
A First Aerial Division: 1 Fighter, 1 Bomber-Regulars (Upkeep: 0c)
Stability: 73%
Tech: Nuclear Weaponry (35/40)
Occupied Countries: Uruguay (2), Paraguay (1), Bolivia, Chile

Empire of Brazil/Zappericus
Leader: Emperor Dom Pedro II
Government: Monarchy
Economy: 15c-0c Upkeep+1c Stability=19c
Treasury: 1c
Army:
1 Ejercito de Sao Paulo: 5 Infantry, 3 Mech, 1 Armor, 3 Artillery-No Spec- Regular (Upkeep: 0c)
2 Exercito de Norte Brazil: 2 Infantry, 1 Mech, 1 Artillery-No Spec-Regulars (Upkeep: 0c)
3 Ejericto de Imperio: 3 Infantry, 1 Mech, 1 Artillery-No Spec-Regulars (Upkeep: 0c)
Navy:N/A
Air Force:
A Ejercito de Rio Janeiro: 2 Fighters, 1 Strike Fighter, 2 Bombers-Regular (Upkeep: 0c)
Stability: 63%
Tech: Nuclear Weaponry (Complete)
Occupied Countries: Guiana (1), Suriname (1), Guyana (1), Peru

People’s Republic of China/Omega124
Leader: President Jin Lun
Government: One Party Democracy
Economy: 18c-1c Upkeep-0c Stability=17c
Treasury: -15c (Due Spring, 2038)-26c (Due Summer, 2037)-12c (Due Spring 2038)=-39c
Army:
1 42nd Group Army-5 Infantry, 2 Armor, 2 Gunships, 2 Artillery-No Spec-Regulars (Upkeep: 0c)
2 28th Group Army-3 Infantry, 1 Armor, 1 Artillery-No Spec-Regulars (Upkeep: 0c)
Navy:
N/A
Air Force:
A People’s Liberation Air Force: 3 Fighters, 1 Strike Fighter, 1 Bomber-Veterans (Upkeep: 1c)
Stability: 43%
Technology:
Occupied Countries:

European Concordat/Shadowbound
Leader: Jean Valerian
Government: Authoritarian Democracy
Economy: 35c-2c Upkeep+8c Stability=41c
Treasury: -9c
Army:
1 European Rapid Reaction Force: 4 Mechs, 2 Artillery, 1 Armor, 1 Gunship-No Spec-Veterans (Upkeep: 1c)
2 European Joint Defense Force: 6 Infantry, 4 Artillery, 2 Gunships-No Spec-Regulars (Upkeep: 0c)
3 European Strategic Reserve Force: 1 Mech-No Spec-Regulars (Upkeep: 0c)
Navy:
1 European Coast Guard: 3 Destroyers-Regulars (Upkeep: 0c)
Air Force:
A Eurosquadron: 4 Fighters, 2 Strike Fighters, 1 Bomber-Veterans (Upkeep: 1c)
Stability: 90%
Technology: Advanced Mechanics (Complete)
Occupied Countries: Belarus (1), Kaliningrad (1), Croatia (1), Slovakia (1), Hungary (1), Bosnia (1), Serbia (1), Macedonia (1), Montenegro (1), Albania (1), Bulgaria (1), Romania (2), Moldavia

Republic of India/Terran Empress
Leader: Prime Minister Kamini Misra
Government: Federal Parliamentary Constitutional Republic
Economy: 1c-3c Upkeep-5c Stability=-7c [WILL COLLAPSE THIS TURN WITHOUT 7C IN AID]
Treasury: -22c (Due Winter, 2038) -50c (Due Winter, 2038)=-72c
Army:
1 1st Gorkha Rifles: 4 Infantry, 4 Mechs, 1 Marine, 4 Armor, 5 Artillery, 2 Gunships-No Spec-Elites (Upkeep: 3c)
2 The Grenadiers: 3 Infantry, 3 Mechs, 1 Artillery, 1 Gunship-No Spec-Regulars (Upkeep: 0c)
Navy:N/A
Air Force:
A Western Air Command: 1 Strike Fighter-Regulars (Upkeep: 0c)
Stability: 26%
Technology:
Occupied Countries: Maldives

Republic of Indonesia/Masada
Leader: President Putri Alatas
Government: Federal Presidential Republic
Economy: 41c-4c Upkeep+8c Stability=45c
Treasury: -12c (Due Summer, 2037) -50c (Due Fall, 2037)=-62c
Army:
1 TNI-Suharto: 5 Infantry, 2 Mechs, 4 Marines, 3 Armor, 2 Gunships, 3 Artillery-No Spec-Elites (Upkeep: 2c)
2 TNI-Sukarno: 2 Infantry, 1 Mech-No Spec-Veterans (Upkeep: 0c)
Navy:
1 TNI-Srivijaya: 2 Supercarriers, 3 Carriers, 3 Cruisers, 5 Destroyers-Veterans (Upkeep: 2c)
Air Force:
A TNI-AU: 1 Fighter, 3 Strike Fighters, 3 Bombers-Regulars (Upkeep: 0c)
Stability: 92%
Technology:
Occupied Countries: East Timor (1), Australia (6), Papua New Guinea (1), Bangladesh, Bhutan, Pakistan, Nepal

Islamic State/TheLastJacobite
Leader: Caliph Yasir Al-Fulani
Government: Caliphate
Economy: 23c-0c Upkeep+2c Stability=25c
Treasury:
Army:
1 Spear of the Caliph: 3 Infantry, 4 Mechs, 2 Armor, 2 Artillery, 1 Paratrooper-No Spec-Regulars (Upkeep: 0c)
2 Sons of Saladin: 4 Infantry, 2 Mechs, 2 Armor, 2 Artillery 1 Gunship-No Spec-Regulars (Upkeep: 0c)
3 Sword of the Prophet: 1 Infantry, 1 Armor 1 Artillery-No Spec-Green (Upkeep: 0c)
Navy:
1 Gulf Sea Fleet: 4 Destroyers, 1 Nuclear Submarine-Regulars (Upkeep: 0c)
Air Force:
A 1st Air Squadron: 1 Fighter, 1 Strike Fighters, 1 Bomber-Regulars (Upkeep: 0c)
B 2nd Air Squadron: 1 Fighter, 1 Strike Fighters, 1 Bomber-Regulars (Upkeep: 0c)
Stability: 64%
Technology: Advanced Software (complete) Space Travel (9/45)
Occupied Countries: Libya (1), Tunis, Algeria

Technocratic Directorate of Neo Japan/Crezth
Leader: Senku Akatoshi Hotaru
Government: Single-Party Dictatorship
Economy: 21c-4c Upkeep+2c Stability=19c
Treasury: -55c (due Spring, 2037) -13c (Due Summer, 2037)=-68c
Army:
1 AKA-Gun: 9 Infantry, 3 Mechs, 1 Armor-Tropical-Veterans (Upkeep: 2c)
2 Midori-Gun: 10 Infantry, 3 Mechs, 1 Gunship, 3 Artillery-No Spec-Veterans (Upkeep: 1c)
Navy:
1 Sendan-1: 1 Supercarrier, 1 Destroyer-Regulars (Upkeep: 1c)
Air Force:
A Alpha Wing: 1 Strike Fighter, 1 Bomber-Regulars (Upkeep: 0c)
Stability: 60%
Technology:
Occupied Countries: Philippines (5), China (partially) (2)

Mexican Worker’s Republic/Decamper
Leader: President Juan Rivera
Government: Worker’s Republic
Economy: 16c-1c Upkeep+3c Stability=18c
Treasury: -46c (Due Spring 2038)
Army:
1 1st Revolutionary Guards Division: 2 Infantry, 1 Mech, 1 Armor, 2 Artillery-No Spec-Regulars (Upkeep: 0c)
2 2nd Revolutionary Guards: 2 Infantry, 1 Mech, 2 Armor, 2 Artillery-No Spec-Regulars (Upkeep: 0c)
Navy:
1 1st Red Fleet: 2 Nuclear Submarines-Regulars (Upkeep: 0c)
Air Force:
A Revolutionary Air Wing: 6 Fighters, 2 Strike Fighters-Veterans (Upkeep: 1c)
Stability: 66%
Technology:
Occupied Countries: United States [Texas-Arizona] (3)

Nyanza/Immaculate
Leader:
Government: Tribal Federation Democracy
Economy: 21c-1c Upkeep+3c Stability=23c
Treasury: 18c (Due Fall, 2037)
Army:
1 Nalubaale 1st Army: 3 Infantry, 2 Mechs, 1 Armor, 2 Gunships-No Spec-Regulars (Upkeep: 0c)
2 Dhoruba 2nd Army: 4 Infantry, 3 Mechs, 2 Armor, 1 Gunship-No Spec-Regulars (Upkeep: 0c)
Navy:
1 Jua Navy: 1 Destroyer-Regulars (Upkeep: 0c)
Air Force:
A Nyota Air: 3 Fighters, 3 Strike Fighters, 2 Bombers-Veterans (Upkeep: 1c)
B Steia: 1 Fighter-Green (Upkeep: 0c)
Stability: 66%
Technology:
Occupied Countries: Sudan (2), Malawi (1), Ethiopia (2), Eritrea (1), Djibouti (1), Somalia (2)

The Coalition for the National Unity of Russia
Leader: Provisional Executive Council
Government: Emergency Government
Economy: 27c-1c Upkeep+1c Stability=27c
Treasury:
Army:
1 2nd Federal Guard Army: 1 Infantry, 1 Mech, 1 Armor-No Spec-Veterans (Upkeep: 1c)
2 1st Army of Unity: 2 Mechs, 3 Armor, 2 Artillery, 1 Gunship-No Spec-Regulars (Upkeep: 0c)
Navy:
7th Black Sea Fleet: 1 Cruiser, 2 Nuclear Submarines-Regulars (Upkeep: 0c)
Air Force:
314th Federal Air Wing: 1 Fighter, 1 Strike Fighter-Regulars (Upkeep: 0c)
Stability: 57%
Technology:
Occupied Countries: Georgia (1), Azerbaijan (1), Kazakhstan, Kyrgyzstan

The United States of America/Grandkhan
Leader: President Bernard Sanders
Government: Multiparty Democracy
Economy: 13c-0c Upkeep-1c Stability=12c
Treasury:
Army:
1 2nd Army: 5 Infantry, 2 Artillery-No Spec-Regulars (Upkeep: 0c)
2 3rd Army: 2 Infantry, 2 Mechs, 1 Artillery-No Spec-Green (Upkeep: 0c)
Navy:
1 1st Fleet: 2 Destroyers-Green (Upkeep: 0c)
Air Force:N/A
Stability: 45%
Technology: Advanced Software Development (10/35)
Occupied Countries:

West African Federation/NPC
Leader: President Madupe Martin
Government: Federal Presidential republic
Economy: 7c-3c Upkeep-1c Stability=3c
Treasury: -50c (due Winter, 2038)
Army:
1 GGLA 1st Division: 3 Infantry, 3 Mechs, 3 Armor, 2 Artillery, 1 Gunship-Desert-Veterans (Upkeep: 2c)
2 GGLA 2nd Division: 1 Infantry-Amphibious Assault-Regulars (Upkeep: 1c)
Navy: N/A
Air Force: N/A
Stability: 43%
Technology:
Occupied Countries: Ghana (1), Niger (1)

NPCs of Note:

While some NPC nations will be push overs, there are some nations that, though not qualified to be super powers, are significant enough to give any nation pause before attacking them. The NPCs will not have openly shown stats, but there are a few that will be named to indicate some NPCs that you may think two or three times about before invading. Listed geographically for convenience. Please note that this list is not "These are impossible to take over", but more like "If you try taking these nations, you will likely take some significant casualties". These nations have air forces, modern military equipment, stuff to make it a bit harder on you. The second thing is that do not assume that a country not being on the list means it will roll over. At the top of my head, I pondered adding Ukraine, Khazistan, Finland, and Taiwan as countries on this list. Other countries, such, such as Myanmar, might pose difficulties due to terrain. Of course, some nations will be rather easy to take down (here's looking at you Jamaica!), but always think before acting!

Spoiler :
The Americas

Canada
Colombia
Chile
Venezuela

Europe

Sweden
United Kingdom of Great Britain and Ireland

Africa:

Algeria
Ethiopia
The Democratic Republic of Congo


The Middle East:

Iran
Israel
Pakistan
Turkey

East Asia:


Korea, North
Korea, South
Thailand
Vietnam
 
Technology

Mechanics and Engineering

Advanced Monitoring: Equips all your forces with advanced radar and sonar systems, increasing their ability to find the enemy. Cost: 40c

Advanced Mechanics: Improves manufacturing processes and efficiency, allowing for new and better quality weapons and vehicles. Cost: 40c

Stealth: Allows vehicles to greatly raise their ability to evade enemies by altering their radar signature, as well as allowing for specialized stealth units. Cost: 45c

Biology

Advanced Biology: Allows for the development of advanced combat drugs which can increase a soldier's lethality and survivability in the field. Cost: 40c

Cyber and Space Technology

Space Travel: Allows construction of spaceports, space shuttles, and spy satellites. Cost: 45c

Advanced Software Development: Allows the possibility of researching further tech for cyber-warfare and Drone Warfare. Cost: 35c

Drone Technology-All require Advanced Software Development

Surveillance Drones-Greatly increases the effectiveness of military police and surveillance over your countries. Cost 25c

Aerial Drones-Allows for unmanned aircraft to be constructed, at a much cheaper rate and longer range than normal aircraft (though slightly less effective) Cost: 25c

Armored Drones-Creates drone units that can assist as a part of a mechanized infantry battalion, increasing the firepower the unit can bring to the battlefield. Cost: 30c

Naval Drones- Allows for the construction of Grand Carriers, carriers that can bring an incredible amount of air power and are near unsinkable. Cost: 45c

Nuclear Technology

Nuclear Weaponry: Allows the construction of tactical and strategic nuclear weapons. Cost: 40c

UNIT LIST

Army Units

Infantry Division: This is your standard unit, a division (which consists of 5,000 men) of infantry lightly armored and equipped with small arms and lighter support weapons. Cost: 1c

Paratrooper Division: Better fighters than infantry divisions but less mobile on the ground as mechanized divisions, these guys are best when they are dropped from a plane and surrounded. Cost: 3c

Marine Division: These will probably rival the paratroopers for the best soldiers in your army. Make sure to have an amphibious assault specialty to fully take advantage of their skills. Cost: 3c

Mechanized Infantry Division: These are infantry divisions supported by APC, IFVs, small howitzers, missile systems, etc. Cost: 3c

Armored Battalion: These are your tanks and the people needed to maintain them, as well as a small number of infantrymen. Best if used with some sort of infantry. Cost: 5c.

Artillery Battery: Contains short, medium, and long-range ballistic weapons, including surface-to-surface missiles, anti-air and the conventional artillery guns. Cost: 4c

Gunship Squadron: One of the best support units. Helicopters armed to the teeth with rockets and machineguns. Cost: 5c

Naval Units

Supercarrier: This is the largest unit you can buy in the game and is so expensive that it comes with its own upkeep. It is by far the strongest war machine and a testament to how awesome your power is. Cost: 10c

Carrier: This is a scaled down version of the supercarrier, but is still a powerful unit. It holds significantly less than a supercarrier. Cost: 8c

Destroyer: These ships are equipped with several various missiles, anti-aircraft weapons, helicopters, and a few conventional deck guns. An all-round good ship and the greatest defense against submarines. Cost: 4c.

Cruiser: The main workhorse of developed navies. Armed with large missile batteries, helicopters, and defensive armaments. Cost: 6c

Nuclear Submarines: A stealthy strike vehicle armed with missiles and torpedoes. Cost: 5c.

Air Units

Bomber: These are your best bet if you want to decimate cities or bomb other fixed-location units and structures. Very defenseless Cost: 8c

Strike Fighter: Jets used for fighting ground and air targets. Armed with missiles, bombs and guns and is very versatile. Cost: 5c

Fighters: These are your conventional fighter jets. They can be used to gain air superiority and defend your troops from air threats. They too can bomb limited ground targets, though poorly. Cost: 4c
 
Starting Map

Spoiler :
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For signing up:

1. Please list the nation you wish, its government type, and its leader. It is for the most part a first come, first serve basis. In regards to backgrounds though, I will reject it (and you if you refuse to change said background) if the background is completely unrealistic. USA as a two party democracy? Sure. USA as a military dictatorship? Sure! USA as an Islamic State? Not gonna fly. If you have questions, feel free to ask me.

2. Each nation will have 45c to spend on Army creation and treasury. Please post your army, navy, and air force names and composition. The credits can be spent on training, units, specializations, whatever!

3. Update 0 will be posted when all available nations have been taken (or if we run out of sign ups).

Feel free to post now :)

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Nation list:

USA: Grandkhan
Mexico: Decamper
Brazil: --
Argentina: christos200
South Africa: Warriorx1
Nigeria: Gurra09
Europe: Shadowbound
Islamic State: TheLastJacobite
Russia: Zappericus
India: TerranEmpress
China: Omega124
Japan: Crezth
Indonesia: Masada
Australia: KaiserElectric

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800px-Flag_of_the_People%27s_Republic_of_China.svg.png

Chinese Democracy. First it was a pipe dream. Then it was a Guns and Roses song. Now, through the chaos and tribulations of the 21st century, the birth of a democratic China has breathed new life into the middle kingdom.

It wasn't easy getting there. In 2017, the Shanghai Stock Exchange collasped. The Chinese bubble which fueled the nation's tremendous growth in the late 20th century finally collapsed in on itself.

Millions lost their jobs as capital in the nation dried up; causing a rise of dissent across the working class against the economic reforms which the masses blamed were the cause of the artificial boom and very real collapse.

At first, the Chinese government reacted the only way it knew how. In a repeat of Tiananmen Square, the army was called in not only to suppress demonstrations but outright cover them up. However, despite their best efforts, the internet meant that no coverup remained effective for long. Not even the famed Great Firewall could contain the flow of infomation.

When pro-independence protesters stormed the Legislative Council of Hong Kong, coupled with reports that Taiwan was completating the same action, party officials realized that the only way they could stay in power was to make lasting reforms in the structure of the Chinese government.

Thusly, in late 2018, party officials met with key protest leaders in drafting a new constitution for China. In return for officially remaining a single-party state, the CPC conceded for the creation of a "Council of Representatives"; a 200-person legislative branch where any party member was eligible to run for a four year office. The CoR would then appoint a Chairman (Official English translation: President) to oversee the nation as the executive leader.

The constitution itself guaranteed numerous rights, including free assembly, press, and universal suffrage for all party members 18 years and older in good standing with the law. The Great Firewall also came tumbling down with a guarantee of a free internet. Absent from the list, however, were provisions guaranteeing economic freedoms granted since Deng's reforms.

The young Chinese democracy is in fact almost completely entwined with a return to more traditional communism, best examplified by the current President, Lun Jin (Jin Lun by Western conventions). A charismatic PLA soldier who turned to politics after being wounded in combat, Lun was appointed President in 2034 after the previous president, Zhu Li, died in office. As she was popular with the people and a political newcomer, the old guard thought she would be easy to manipulate to her wishes.

However, Lun has been pushing her own agenda through, with sheer force of character substituting for political connections. Her idealogy, dubbed Lunism, was a sort-of neo-Maoism with a heavy focus on Chinese nationalism. Communism was considered an essential part of the Chinese identity, akin to Confucianism during imperial times. Communist thought was supposed to regulate how people interacted with each other and with the state: working together to build a better society rather than for personal gain.

Equally as important was a focus on the return of China as a military power. Many of Lun's rhetoric harkens to the Middle Kingdom theroy, where China existed as the center of the world and nations surrounding it respected her authority via the tributary system. Emperors who kept China strong and unified, such as Qin Shi Huangdi or Wu of Han, were considered just as exemplary and valiant as Sun Yat Sen or Mao. Lun believes its her duty to the nation to restore a Sinocentric outlook to the world...
 
All three confirmed, I have added the units you may select for your armies :)
 
I'd like the United States.

Government: Military quasi-fascist Dictatorship.

President For the Duration of the State of Emergency: General Doug Westinghouse.

Democracy is over.
 
New Empire of Japan

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Fascist japan, as a reaction to the communist china. New Empire of Japan is paranoid, afraid of everything and willing to guarantee peace for Nippon, even if that implies to exterminate all possible enemies.

Emperor: Naruhito
Shogun: Kuniaki Aizawa

1st Imperial Army: Amaterasu (Tokyo)
-6 Infantry (6)
-2 Mechanized Infantry (6)

1st Imperial Navy: Susano-O (Nagasaki)
-1 Carrier (8)
-2 Cruisers (12)
-2 Destroyers (8)

1st Imperial Air Force: Tsukiyomi (Sapporo)
-1 Strike Fighter (5)
 
I'll take the Australia. Likely a heavily militarized corporate state with the thin veneer of democracy. Leader will be some president dude...
 
Welcome aboard everyone :)
 
Question for Amy creation do we have to pay credits to establish new division and such? Also 45 EC doesn't seem like a lot for a starting military
 
You don't have to pay for the first Army, Navy, and Air Wing, and they all start as Regular units. 45 will buy you a bit more than you might initially think! :D
 
800px-Flag_of_Indonesia.svg.png


Republik Indonesia
Government: Federal presidential republic
-President: Putri Alatas (NASDEM)
History: Coming soon

Military
TNI-AD (Banda Aceh): 3 Infantry Divisions, 1 Marine Division
TNI-AL (Surabaya): 1 Carrier, 1 Cruiser, 2 Destroyers
TNI-AU (Jakarta): 1 Fighter, 1 Strike Fighter, 1 Bomber
 
flag_of_the_european_defensive_league_by_mtt3008-d72w8z9.png


At the dawn of the 21st Century, Europe was moving faster and faster towards unification as a single supranational state under German economic leadership. Sheltered under the aegis of American military might, bound together by a common currency, and celebrating a renewed sense of European identity through popular shows like Eurovision, it seemed inevitable that Europe would complete its unification.

But the economic compact that founded the Union was damaged, first by the German reaction to the Great Recession, where the bond between Northern and Southern European states was tested by a strict reliance on fiscal austerity, and then destroyed by the Great Collapse a decade later. States like Greece, Ireland, and the United Kingdom, pressed to the breaking point, withdrew from the Union while German bureaucrats railed ineffectually. A wave of Euroskepticism struck even the heart of Europe, alongside economic riots and cultural clashes between nativists and immigrants.

The salvation of the European dream would come at the hands of two unlikely figures: French politician Francois Bayrou and Pope Francis I. Initially uncoordinated, in response to the troubles facing the European project both sketched out a program of unification not just of states, but of peoples, and spent the better part of a decade making the tough case for greater integration of Europe, and of a revision to the relationship between the federal government and individual nations. This vision would not be interrupted by Bayrou's assassination in 2027 by a right-wing terrorist. His Democratic Movement would sweep the following French elections, putting his successors in place to implement the new European Constitution, including a new Concordat with the Papacy. Its successful ratification, in an election marred by violence from right-wing extrmists, succeeded in establishing a unified European state once again, with a new European identity founded on grudging brotherhood and mutual support.

But in the twenty years that Europe has been distracted by internal troubles, the international situation has devolved. American democracy has collapsed with a finality, Russian military strength is on the rise, and the Islamic State has swept across the Middle East in an orgy of death and destruction, sending millions of migrants fleeing to southern Europe. The new European Concordat, of course, is more than a match. Nationalist impulses have been suppressed, the political opposition scattered and leaderless after some convenient corruption investigations, and capital regulated and bound in service to the government.

European Premier: Jean Valerian

Government: Authoritarian Democracy

Spoiler :
European Rapid Reaction Force (Poland) 28c

1 Armored Battalion 5c
5 Mechanized Infantry Divisions 15c
2 Artillery Battery 8c

Eurosquadron (Poland) 13c

2 Fighter 8c

1 Strike Fighter 5c

European Coast Guard (Sicily) 4c

1 Destroyer 4c
 
Republic of India
Bhārat Gaṇarājya

640px-Flag_of_India.svg.png

Government: Federal Parliamentary Constitutional Republic

Prime Minister: Kamini Misra

Military:

1st Gorkha Rifles (Free, Regular) (coast of Karnataka)
3 Marines (-9)
1 Artillery (-4)
1 Gunship (-5)

Presidents Bodyguard (-10, Green) (New Delhi)
3 Mechanized Infantry (-9)


Western Naval Command (Free, Regular) (west of Maldeves or Mumbai, if it has to be in a city)
1 Destroyer (-4)

Western Air Command (Free, Regular) (New Delhi)
1 Fighter (-4)
 
You don't have to pay for the first Army, Navy, and Air Wing, and they all start as Regular units. 45 will buy you a bit more than you might initially think! :D

I suppose my question is, what are ships and air units broken into? Does each unit count as 1? So if we buy a 5C Strike Fighter squadron it counts as 1 fighter for unit purposes? Or are they different sizes? I'm also guessing carriers come with their own planes.

Fictional Build
2 Infantry: 2
3 Special Infantry(Marine, para, mech): 9
1 Armor: 5
1 Artillery: 4
1 Gunship: 5
1 Destroyer: 4
1 Cruiser: 6
1 Sub: 5
1 Strike Fighter: 5
Total: 45

Fictional Number 2:
3 Infantry: 3
2 Special Infantry(Marine, para, mech): 6
1 Armor: 5
1 Artillery: 4
2 Destroyer: 8
1 Cruiser: 6
1 Carrier: 8
1 Strike Fighter: 5
Total: 45

That doesn't seem like a whole lot but maybe I'm underestimating the size of things, but the example you put in the start makes it seem as if we should have rather large militarizes.
 
Well it depends. If you look at Shadowbound's military for example, he decided to use a faster moving, smaller army. You might decide to make two armies to defend Australia's larger territorial expanse, or an army specialized for amphibious landings, or focus on a fleet. Large or small, it depends on preference :)

Also yes, Carriers do have their own planes, specializing in anti ship combat.
 
Building two armies from the start doesn't make economic sense but I get what you're saying. Also I'd like to make a suggestion. I think it would make more sense for specialist units like Paratroopers and Marines to be put into Navy and Air Force units respectively. That would give you a bit more flexibility in how you handle things and removes the need for the aerial assault and amphibious training thing which seems redundant considering the units involved...
 
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