THE GAME.
This nes goes a very different path from the common ones. It is designed to be an all military nes out there.
The Game itself will cover the scenario of the Great war of 1914 (give and take a different american apperance and other details.)
Something different about the nes is that you are not the leader or driving spirit of a nation, you are either the commander in chief of the overall forces, or a field marshal of an specific front.
THE PLAYER:
There are 3 different entities in each nation, the head of state, the commander in cheif and the field marshals.
The Head of state:
An NPC position
These are the Czars, Kaisers, Sultans, Kings, Prime Ministers and Presidents in the nes. But they are not controled by an actual player, remaining NPC. Only they can do diplomatic negotiations (such as peace proposals and the such). This means that a player cant ask for peace, his job is that of having made enough military victories so that a good peace agreement can be achieved!.
The Commander in chief:
A Player position
These are the Generals on top of the food chain. And for Nes purpuses they are the 'leaders' of the nation. They are in charge of the command of all military forces in the country. Commanders in chief can only have strategy related diplomacy with commanders of other allied nations. Commanders in chief cant declare war either, but they will be informed by the head of state (me sending you a PM) of an impending declaration of War. Similarly peace treaties cannot be accepted, however heads of state will commonly take the opinion of the commander in chief seriously.
A commander in chief can promote (or even fire) Field Marshalls. A CIC is easily the most powerful position, as if the man is accredited with enough vitcories he can easily sway the opionon of an undecided leader. A CIC will be responsible for coordinating fronts and wars.
The Field Marshals:
A Player Position
Some nations have two or even 3 fronts, historically The commander in chief has a number of senior Generals under him to help manage the war. A field marshal is very similar to the commander in chief eccept that he has only a selected number of units under his control. Nations can have any number of field marshals, but to be one, only the Commander in Chief Player has the power of accepting you to join under his nations command!.
THE WAR IN THE GAME:
Every update is equal to 3 weeks. There are two views in the game. The overall map view and the tactical battle view.
The Overall map view is what everyone is used to. All military units are present and are represented by numbers. a 1 represents 10,000 men, a 2 represents 20,000 men and so on.
(notice that armies that get really close together will tend to merge, but you can divide it as you wish)
(also notice thar armies include artillery, recon planes, and that good stuff)
The Tactical Battle view.
When two large forces meet in the same spot (or when it is strategically important), the udpate will also include a detailed view of the battlefield, army positions of both sides, capabilities, etc etc.
The player in charge of those units will then plan accordingly for victory in those important battles.
Note that Battles commanded by Field marshalls gain an offensive/defensive value.
Note that a battle might not be finished by the next udpate, so i may post an update in the map and battle too.
THE NAVY AND AIRFORCE.
The navy works out similar to the army, numbers represent the power (not size) of the fleet.
For game purpuse, a fleet can carry an army that has an equal or smaller number. Example, a fleet w/ a number "5" can carry equal or less than an army number '5'.
Do note that a 1 = a fleet, and a
1 = a fleet inside the safety of a port.
Submarines work differently and ill update the rules when subs do appear.
Armies have levels of training and equipment, these are increased upon events (go to events)
Armies that are not moving or havent move, receive a bonus on defence.
The Airforce during this time is neglible, and so will be considered part of the army, working primarily as reconossance. there are several ecceptions. (Go to 'events')
Now you are thinking.......
"YEAH YEAH...... but how much to build armies!?, hows the economy grown?, do i have research stuff like subs and planes?. good mods put this at the top of the rules!."
Well...... you dont. You are not the head of the nation, you are just a simple military commander. Therefore you dont have to worry about economy, research, education, culture or production at all.
This is done automatically and most efficiently as historically possible.
New Armies and fleets will appear on the map automatically (location where armies were recruited or ships built). once they appear on the map, they are yours to control and that is it. Most likely you will receive new troops every turn.
For the rest go to 'events'.
EVENTS:
War Declarations: Some nations start neutral, and what side choosen will not be decided by the player, but the head of state. you will receive a PM concerning this for you to prepare.
Mobilization: Upon completing war mobilization, your nation will field a large number of men and several armies will be raised. After mobilization is complete, you will continue to get new armies (in a much smaller scale tough) every turn.
New Technology development: When time is ripe (actual historical date, or logical/realistic) your nation will be able to build or use new forms of weapons. (you cant 'encourage' these events to happen faster, so dont bother asking). This includes upgrading training and equipment upgrade.
Those would be the first events seen, and common, but there will be several kinds of events in which the players have choices. Most events will result on how the war is going in combination of individual decisions and the plots of the players stories. (most events are historical, not resulting from story-making.)
STORIES?!
Stories are very very encouraged, but not necessary. however those that write stories will have more fun considering the fact that they will receive more interesting events than those that do not.
HOW TO SEND ORDERS!~
instead of having everyone sends their indivual orders, I will have the field marshal player send their orders to the commander in chief so theres one PM of orders per nation. I expect a map for every set of orders since the nature of the nes demands it.(also, you dont have have to listen to the commander in chiefs over all strategy if you are a field marshal, do what you think is best)
HOW TO JOIN!~
To join as a commander in chief look for the nations that are open and do not have a commander in chief already.
To join as a field marshal, contact the commander in chief of the nation, is their decision to let you join, not mine.
Cant join NPC closed nations
Upon joining, please make up a REALISTIC name for your character of commander in chief or field marshal, historic is recomended.
altough you can always wait, i am pretty sure half of the players that reserved nations will drop out faster than france in ww2.
remember not to join if you are busy or on too many neses already.
go check out
www.firstworldwar.com
remember that some stuff like tanks, gas and subs are not appearing at least until their historical date.