Wrote up a first draft for the economy, movement, diplo, and combat rules.
Economy Rules
The economy of your nation is its life-blood: it supplies, grows, feeds, and fuels the army that you better be building. Allegedly, economies have been used for other things throughout history, but that has yet to be borne out by evidence. Economics has traditionally been an incredibly complicated subject, often requiring years of study before even the most ambiguous of rules can be established and understood. Still partially outside of the realm of human knowledge, simulating an economy is a task of incredible difficulty. In CNES, your economy is represented by $.
Provincial Income
Provinces are classified according to three categories: terrain type, industrialization, and urbanization. Each province in your domain will contribute $ to your yearly income based on the amalgamation of the effects of the province’s inherent profitability (its terrain type) and its level of improvement. As a general rule of thumb, improvement is costly at first, and it takes a while to fully reap its benefits. At the start of the game, some provinces may be industrialized or urbanized, depending on the history of those regions.
Terrain Type
There are four general terrain types: jungle, desert, tundra, and temperate. Each province will be defined as being one of these categories. Different terrain types offer a different level of “base” economic profitability, and can offer different combat bonuses to the defender. The “base” economic profitability is essentially how much money the province produces from simple resource gathering operations, or when it is neither urbanized nor industrialized. All the terrain types and their qualities are classified below:
Jungle: $1, defense level 2, cannot urbanize, cannot industrialize
Desert: $1, defense level 1
Tundra: $1, defense level 1
Temperate: $2, defense level 0
Sometimes, these provinces can also have other features, like hills, mountains, and forests:
Hill: Defense level +1
Mountain: Defense level +3, cannot urbanize, units entering mountain provinces must end their movement in that province
Forest: Defense level +1
Each defense level counts as a fortification level (see Movement Rules below), but does not count against the max fortification level permitted by technology.
Improvement
Urbanization refers to the level of settlement in a province. An urbanized province is heavily and densely populated, and generates more income from the commerce generated in the urban area. Generally, urbanized provinces have access to more improvements than industrialized provinces, even though they produce less wealth. It costs $10 to immediately urbanize a province.
[No icon] Rural: +$0
Urbanized: +$3. Allows province to build unlimited infantry-type units.
Industrialization requires a one-time investment of $20 to immediately industrialize a province. An urbanized province
cannot also be industrialized.
Industrialized: +$5. Allows province to build unlimited units of any type that province would normally otherwise be able to build.
You may also construct ports and airbases, which mostly provide military benefits but can also provide trade benefits. Ports and airbases both cost $5 to build.
Port: Province must be industrialized or urbanized and coastal. If in urbanized province, gives +$1. Allows province to build naval units (1/turn normally).
Airbase: Province must be industrialized or urbanized. If in urbanized province, gives +$1. Allows province to build air units (1/turn normally).
You may also build research labs, but only in urbanized provinces. Research labs cost $10 to build.
Research Lab: Gives some asyet undecided tech bonus.
Occupied Provinces
Occupied provinces are those that you don’t normally own, but which you have control of due to successfully having taken it during war. In most cases, it takes 1 turn for an occupied province to normalize. Occupying a province has a few effects:
- Disables income from that province for 1 turn.
- Transfers ownership of province to the occupier.
Razing
In any province you control, you can elect to
raze some of its assets or qualities. Razing is free but takes 1 turn to complete. Once started, it can only be reversed with an investment of $10 (in the interim period while the razing is occurring; once the razing is complete, it cannot be undone).
You can raze:
Urbanization
Industrialization
Forest
Port
Airbase
Spending
There are three things you can spend $ on: improvements, units, and greasing the palms of aggressive neighbors. In order to buy anything, however, you must be able to afford it. Ordering to buy something that you can’t afford will make me a sad panda, and you an even sadder panda.
Buying Units
To buy a unit, indicate in your orders the province that the unit is to be built in. Keep in mind that provinces cannot build more than one unit per turn, except where otherwise specified here:
Infantry-type units: 1/turn unless urbanized or industrialized (unlimited/turn).
Non-infantry ground-units: 1/turn unless industrialized (unlimited/turn).
Air units: 0/turn unless airbase (1/turn) or airbase and industrialized (unlimited/turn).
Navy units: 0/turn unless port (1/turn) or port and industrialized (unlimited/turn).
Movement Rules
Every unit has a certain amount of movement, indicated by the blue arrow on their unit card. For land and naval units, this is the maximum amount of provinces that that unit can move in one turn. For an air unit, this is the maximum range that an air unit can operate within (to perform combat missions, bombing missions, and interception missions within).
Ground Units
Ground units have access to a certain number of special orders regarding movement and how they can operate on the game board. The orders that every ground unit can access are: move, fortify, and blitz.
Move
Every ground unit can move a number of provinces equal to the value of their movement score, as shown on their unit card. Movement consists of multiple phases: there is the initial phase, and the subsequent phases.
The initial phase details all movements made by all ground, air, and naval units made to the fullest extent possible permitted by their movement score before being forced to stop for whatever reason, be it that they have been forced to engage an enemy army or are stopped due to other mitigating factors.
Once all movement has been resolved in this manner, the initial phase is concluded by the battle phase, where all battles that need to be resolved are resolved. Following this is the retreat phase, where units that have survived and lost a battle retreat into adjacent friendly provinces. After the retreat phase is the secondary movement phase, where units with movement points remaining and an unpingable path forward OR under a blitz order finish their movement as ordered.
Fortify
Any ground unit that chooses not to take a movement order can take a fortify order, where they dig into the territory they are in to obtain a Fortification bonus. Subsequent fortification orders can increase this bonus by increasing the fortification level by 1, so long as tech level permits. Taking a movement or blitz order eliminates all acquired fortification bonuses. By default, the maximum fortification level is 1.
Fortification bonus: +1 Def and +1 Eva per level.
This bonus can also be improved by certain qualities of terrain (and terrain bonuses do not count towards the max level permitted by technology), however the total fortification bonus can never exceed 5.
Blitz
A blitz is a special movement order that allows an army to attack multiple times in one turn. Any unit with a movement score above 1 can take a blitz order. The only difference between a blitz order and a movement order is that the secondary movement phase is now no longer limited by requiring a clear path forward: even if units occupy the target province, units with a blitz order can keep moving ahead, and will keep fighting. The total number of provinces that a unit can move under a blitz order cannot exceed its total movement. Blitz orders can only be given
once the appropriate tech has been researched.
Air Units
Air units are always qualified as being “based” in a province, and it is from that province that they can operate. Aircraft can perform any orders within range of their based province, or “base,” their range being defined as their movement score. If an air unit loses its base, or for any other reason must rebase, then it moves its base to another baseable province.
Aircraft can undertake three types of orders:
Ground Support
Aircraft ordered to do ground support will participate in any battles occurring in the targeted territory. The targeted territory must be within range of the supporting aircraft. Note that aircraft ordered to do ground support can and will also fight enemy aircraft in any battle that they are ostensibly participating in for ground support purposes.
Interception
Aircraft ordered to do interception will participate in any battles in range where at least one enemy aircraft is performing ground support. They will opt to participate in the battle with the most enemy aircraft present.
Rebase
You can manually rebase your aircraft in lieu of another order for a turn. Doing so consists of moving the aircraft and its base to another baseable province. Baseable provinces are friendly provinces with an airbase within the range defined by the range score of the rebasing aircraft in question. If there is no baseable province in range, the aircraft cannot rebase. Aircraft that cannot rebase, but which are forced to, are destroyed.
Diplomacy Rules
Diplomacy is when you talk to other nations and stuff, and make agreements and disagreements and write pieces of paper about how much you hate or love each other. In CNES, diplomacy is a mostly unregulated process in terms of who you can talk to and when, but where it affects gameplay there are a few specific rules.
The relationship between your nation and another nation can be expressed as one of three different statuses:
At Peace: Default. No special rules.
Allied: Must be explicitly referred to by both players in orders; units now fight together as allies and can enter allied territory without starting war.
At War: Triggered when one nation’s armies enters the territory of another nation not in an alliance. Units now fight one another when occupying the same territory and can occupy another’s territory.
Combat Rules
Combat is pretty important to this NES, so there are some rules for it. Combat is joined whenever units from unallied factions occupy the same province. An attacker and defender is selected between the sides, and then a battle occurs between both of the armies. The victor of the battle’s units remain in the province and occupy it if their faction did not previously control it, and the loser of the battle’s remaining units retreat to neighboring friendly provinces randomly. The nuts and bolts of combat are discussed summarily.
From this point forward, “army” refers to any consistent collection of units, either all from one faction or from multiple different allied factions.
Stats
All units have some combination of these stats, and depending on if they are attacking or defending, can apply them differently:
Atk (Attack): Determines the To Hit bonus for any unit in an attacking army.
Def (Defense): Determines the To Hit bonus for any unit in a defending army.
Eva (Evasion): Determines the To Hit penalty against this unit.
Arm (Armor): Determines the Pierce penalty against this unit. A Pierce penalty of 0 means that all Pierce rolls automatically succeed.
AP (Armor-Piercing): Determines the Pierce bonus for this unit against enemy armored units.
AA (Anti-Air): Determines the To Hit bonus for this unit against enemy flying units.
Alt (Climb): Determines the altitude of this unit, used to calculate the To Hit penalty against this unit. An Alt that is higher than 0 indicates that the unit is a flier.
There are additionally four icons on the unit card’s portrait that indicate other qualities:
$: The price of the unit, or how much it costs to build this unit in a turn.
Blue arrow: The movement of the unit, or how far in provinces the unit can move in one turn.
Wing: Whether or not the unit is a flier for To Hit purposes.
Explosion: The unit deals splash damage (see Splash Damage seciton).
Before Battle
There are a number of ways opposed armies can occupy the same province. In general there are three scenarios:
Invasion: One army invades a defended province
In this scenario, the invading army is the attacker and any army in the defended province is the defender.
Clash: Two opposed armies both invade an empty province
In this scenario, both armies are considered attackers.
Battle Royale: Two or more unallied armies enter the same province OR invade an unallied province
In this scenario, the invading army with the highest average movement is considered the attacker and any army already occupying the province in question is the defender. Once that battle is resolved, if the invading army is the victor, the invading army now must become the defender against subsequent invaders selected, one after the other, in the same order. Otherwise, the initial defending army remains the defender until dethroned.
Resolving Battles
Battles typically occur across three “heats.” Each heat sees all the units in both armies rolling dice to “hit” units in the opposing armies. For each unit, the process is as follows:
1. Decide target. A unit is chosen in the opposing army to be the “target,” against which To Hit and Pierce rolls will be compared to see if a kill is scored. Generally, attacking units are biased and are more likely to choose enemy units that they will have a better time killing. You won’t typically see an infantry unit shooting at a bomber, for example, when there are militia about.
2. Roll to hit. The shooting unit rolls one six-sided die and adds its Atk or Def to the roll. It compares this value, its To Hit score, to the target’s Evasion score, which is one six-sided die plus Eva. If the To Hit score exceeds the Evasion score, then the To Hit check succeeds.
2a. If the target is aerial, the shooting unit instead adds its AA to its To Hit roll. Additionally, the To Hit roll is penalized by: -2 if the shooting unit’s AA is 0, -2 if the shooting unit’s altitude is 2 less than the target’s, and -4 if the shooting unit’s altitude is 4 less than the target’s.
2b. There is, by default, a 5% chance that the shooting unit’s attack will hit and kill no matter what. This is the critical hit chance, and a hit made in this way is called a critical hit.
3. Roll to pierce. If the shooting unit hit the target, and the target is armored, a pierce roll is necessary (if the target is not armored, the pierce roll automatically succeeds). The shooting unit rolls one three-sided die and adds its AP to the roll. It compares this value, its Pierce score, to the target’s Armor score, which is one three-sided die plus Arm. If the Pierce score exceeds the Armor score, then the Pierce check succeeds.
4. If both the To Hit and Pierce checks succeed OR a critical hit is made, the defending unit is killed. However, all shots are assumed to be simultaneous, so a unit that is killed before its shots are rolled can still kill something.
Once every unit in both armies has taken its shots, the killed units are removed from combat. Once all heats are finished, units that were removed from combat are removed from the game. The victor of a battle is the army with more than twice as many surviving units as the other army, OR secondarily the army with a greater proportion of its starting army surviving.
Special Rules
Medic
Medics do not take shots like ordinary units, but instead have a 25% chance to heal a fallen allied infantry-type unit at the end of a heat, and return it to combat. Medics may heal units that were killed during previous heats.
Doctrine
Your units also benefit from doctrinal choices. For the most part, the effects of doctrines are as described in the doctrine tree graphic.
Fortification & Terrain
Defending armies receive a +1 bonus to Def and Eva for every level of Fortification, to a maximum of 5 levels of Fortification. Certain terrain types, such as hills, mountains, and forests, offer a native fortification bonus to units defending in provinces with those terrain types.
Officers
Officers are special units that do not participate in combat, but follow an army and provide a +1 bonus to Atk, Def, and Eva to every unit in that army for every level of veterancy that Officer has accrued, and these bonuses do not stack for multiple Officers (nor can multiple Officers be promoted as a result of one army’s victory). Any Officer in the same province as an Army that is victorious (to a maximum of one Officer) receives one level of veterancy (is “promoted”

, which is indicated by a small gold star above the Officer’s head on the map. Any Officer in the same province as an Army that is defeated has a chance to be destroyed: for every surviving unit in the victorious army, a 20-sided die is rolled. On a roll of ‘20,’ the Officer is destroyed.
Effects of veterancy:
No Veterancy: +0 bonus (default)
Veterancy I: +1 Atk, Def, and Eva
Veterancy II: +2 Atk, Def, and Eva
Veterancy III: +3 Atk, Def, and Eva
Veterancy IV: +3 Atk, Def, and Eva; +1 AP
Veterancy V: +3 Atk, Def, and Eva; +1 AP and Arm
Splash Damage
Some units deal splash damage. Splash damage can be thought of adding a number of half-power attacks that follow in the wake of the initial strike with no AP and with target priority on softer targets. As such, they often can not kill armored targets, but they can wreak havoc on large numbers of soft targets. The number of additional targets harmed by splash damage is equal to the Atk or Def stat of the unit in question.