Grandkhan
Telvanni Master Wizard
The year is 1950. The world stands on the brink. From the ashes of the First Great War, new nations arose and fell. Only to rise and fall in the second. Now, ideologies of immense power brim with hundreds of followers. Nations drag other nations in their sway, and the streets drum with the footsteps of many, many ideas. The hearts and minds of men and nations may be easy to command, but are they easy to keep?
The world is on the brink, and now the Clash of Ideas begins.
With that blurb over, welcome to the Pre-thread for my first NES, KhanNES: The clash of ideas. In this NES, you will play as ideologically based countries, eager to drag nations into their sway. You will not only be doing the regular NES things, but there is an extra dimension; you must also try to influence nations into your sphere. Every nation in your sphere will grant you bonuses, but some may hurt you as well. In typical cold war fashion, you will intervene in their wars, prop up their nations, or try to maintain economic dominance over them. Who knows... the choice is yours.
The other thing is that all the ideologies in this game are player created. To start with, there are a set number of playable geographical polities. These are (and are the coloured in countries on the map); the USA, Gran Colombia, Brazil, Argentina, the United Kingdom, France, Germany, Italy, Hungary, the Union of Mali, Nigeria, Egypt, South Africa, the East African Federation, Iran, Russia, China, India, Japan, Indonesia, and Australasia.
Your instructions; pick a geographical polity, and come up with an ideology for it. The ideologies are entirely invented by you. I want you guys to get creative with it. For example, For example, the ideologies at work during our history could have been interpreted (by this definition of ideology);
Liberal Democracy (Eg; the USA)
Conservative or Managed Democracy (eg. Imperial Germany)
Soviet Socialism (Eg; the USSR)
Maoism (fairly obvious)
Fascism or Corporatism (eg. Mussolini's Italy)
National Socialism
Integralism (Brazilian non-racist pseudofascism)
Peronism (Argentinian anti-imperialist corporatism)
Arab Nationalism (Eg: Nasser's Egypt, the original Baath parties)
Democratic Socialism (Eg: Sweden)
Theocracy
Absolutism
and many, many more.
I encourage players to be more creative with their ideologies. Be realistic, but be creative. There is no reason you must stick to ideologies that existed in our timeline. I foresee a militarist technocratic state-planned dictatorship clashing with liberal imperial socialists while a market-based ultramilitant theocracy looks on with delight, for the sake of example. Alternatively you could just copy a historical ideology, eg: just go 'communism'.
So, if you want to join in this NES, please do the following. Give me;
Geographical Polity:
Name of Country:
Ideology: Here is where you outline your ideology - what it is, what it stands for, its brief history, and so on.
Current Leader:
Brief History:
After I get enough of these, I'll write a history and stats. From there, the NES will begin!
Come up with some creative stuff to make the world KhanNES vibrant.
RULES
Example Stats
Nation/Player: USA/Grandkhan
Capital: Washington
Ideology/Rulers: Liberal Democracy/Republican Party
Stability: 7
Economy: 0 (+22)
Influence Points: 4 (+8)
Army: 34 Infantry brigades, 4 artillery brigades, 6 tank brigades
Army Quality: 6
Navy: 30 destroyers, 3 battleships, 1 carrier, 3 submarines
Navy Quality: 5
Air Force: 6 Jet fighters squadrons, 3 jet bomber squadrons, 1 stealth bomber squadron
Air Force Quality: 3
Nuclear Arsenal: 2 Strat Bomber squadrons
DEFCON Level: 4
Projects: National Rail Network (12/20)
Nation/Player: Fairly obvious
Capital: See above
Ideology/Rulers: The first part is the ideology that your nation claims to profess [see above], the second is the ruling party of your nation. Democracies will have elections once every set number of years, tell me how many if you are a democratic state.
Stability: How stable your nation is politically. Runs from 0 to 10, 10 being the most stable. Nations with low stability will find themselves being prone to riots, revolts, or even possible civil wars.
Economy: the first number is your bank. The second in brackets is your yearly income in Economy Points, or EP. This is how many EPs you have to spend. You can go into debt, but only up to twice your Yearly income and you will gain interest. If you do not pay back your debt, you may find yourself in big, big trouble stability and economy-wise.
Influence: The first number is your Influence Bank. The second number is your yearly Influence Points Income. Influence Points are what you must use to spread your ideology. Influence can be used in a number of ways.
1) To gain influence over a country. Gaining influence over a country means that it is now beholden to you and your ideology. For every country under your influence you gain 1IP per turn and 1EP per turn. You gain influence by spending your IP on influencing a neutral or opposing Lesser Nation. You must at least 1IP on doing this if you want to do so. You will have more chance of success the more IP you spend. Be warned - if another MP has a large amount of influence in a country, you will have a very hard time wresting it away from them.
If you wish to try to influence a country, you must tell me in your orders how. There are many ways to do this, limited only by your imagination, and how you influence a country may be relevant to the bonuses you gain. Methods of gaining influence include, but are not limited to;
Funding a military coup
Influencing an election
Influencing a parliamentary coup - think what happened in Australia in 2010, only funded by an outside country
Investing enough into a country's economy that you are its dominant trading partner - may backfire on you, may not/
Granting it developmental aid in return for political favours
Signing an economically advantageous (or disadvantageous, it may be) trade agreement
Funding their militaries.
Funding a rebellion - if you succeed, you may have a new satellite. If you fail, then perhaps there will be a civil war or an ongoing insurgency which you may want to intervene in. Who knows?
2) IPs can be spent on shoring up your own influence in a country, granting it more of your influence and making it harder to take from you. For example,
3) IPs can be spent on destroying influence in a rival territory. Rather than wresting it away from them, every IP spent in this manner removes 1IP from their influence over a territory. This makes it easier for you (or an enemy) to take it.
Note that you may lose your Influence over a nation if certain things happen. For example, if a Lesser Nation falls in a civil war and the rebels conquer it, then you will lose influence and it will either be up for grabs, or the rebels will take control of it.
Army: Lists how many units of various types you have. Currently, the only army units you can have are infantry, artillery, and armour.
Infantry: regular foot sloggers. 1EP for 5 brigades.
Artillery: specialised artillery divisions. 1EP for 2 brigades
Armour: All types of armoured vehicles. Tanks, armoured cars, etc. 1EP for 1 brigades.
Army Quality: How good your army is. Measured on a scale of 1-10, 10 being the best. Is kind of important. Takes into account morale, etc.
Navy: Lists how many ships you have. Divided between Carriers, destroyers, cruisers, subs, and battleships.
Destroyers: fast, manoeuvrable escort vessels. The mainstay of a fleet. 1EP for 4 destroyers.
Cruisers: bigger than a destroyer, smaller than a battleship. In this day and age, one of the deciders in naval combat. 1EP for 1.
Submarines: Underwater submersible ships. Good for convoy raiding and blockades. 1EP for 3.
Battleships: Queens of the Sea. Immense ships packing ridiculous firepower. 3EP for 1.
Carriers: Provide crucial air support in fleet combat. A must for any blue water navy. 5EP for 1 - if you have a carrier, it is a big deal.
Navy Quality: Like army quality, but for ships.
Air Force: In this day and age, the crucial decider in combat is your air force. Air superiority can swing a battle your way. This bit lists all the military aircraft you have. Some other categories may be added later.
Fighter squadron: Useful for interdiction, strafing, etc. 1EP for 3.
Bomber squadron: Bombers. Yeah. 1EP for 1.
Jet Fighter squadron: Like fighters, but faster and better. 2EP for 1.
Jet Bomber squadron: Like bombers, but faster and better. 4EP for 1.
Other types of aircraft, eg. stealth bombers, supersonics, etc, will be added as technology reaches these levels
Nuclear Arsenal: Lists how many nuclear weapon squadrons you have. Nukes are a big deal - only a few countries have them at the start, though more can get them in the method outlined in technology below. To start with, only a few nations have a few strategic bomber squadrons (which carry nuclear weapons), and stratbombers are the only nuclear delivery systems available, though more will be available with technology.
DEFCON Level: Shows how close you are to nuclear armageddon. You can only use nuclear weapons at DEFCON 1.
Projects: Projects are large scale spending programs in your nation. They can bring greater stability, more influence, or more income to your nation. A project could be a national power network, a hospital improvement project, the construction of a bunker defence system, launching a satellite or a visit to the moon, or a 5 year industrialisation plan. Its only limited to your imagination.
The first number is the amount of EP invested in the project, the second is the amount required in total to complete it.
Technology: This NES has no distinct tech tree. However, technology will still advance. What will happen is that either a researcher will make a breakthrough in some technology, which will be revealed in the stats, and from then on anybody can invest some EP into it per turn until the technology bears fruit. The first few people to invest in a technology will see certain bonuses, but after a few people have completed it it will naturally disseminate among the world, so use your tech advantages fast.
Alternatively, your military industrial complex can also research technologies. From there, you may invest in these technologies secretly until they bear fruit. From there, other nations may also put research into it, until enough have done so that the technology finally goes public. Who has first dibs on these techs is random, but some ideologies and some projects may make being an innovator more likely.
Stories: Stories are not necessary, but I like them and strongly encourage them.
Orders: Please PM me any orders titled KhanNES: [Nationname] [Turn No.]. Orders should be formatted;
STATS
INFLUENCE SPENDING
ECONOMY SPENDING
DOMESTIC ORDERS
MILITARY ORDERS [if any]
Updates and Grievances: I'll update when I can. Possibly frequently. Possibly not. I'll try weekly, but don't count on it. I do this for free, so they'll come when I have time.
If there's a problem with anything that isn't a simple stats error, please PM me or contact me via #nes. I don't have AIM, alas.
Countries Taken
Germany (Lord of Elves)
France (Zeletdude)
China (Krzowwh)
The world is on the brink, and now the Clash of Ideas begins.
With that blurb over, welcome to the Pre-thread for my first NES, KhanNES: The clash of ideas. In this NES, you will play as ideologically based countries, eager to drag nations into their sway. You will not only be doing the regular NES things, but there is an extra dimension; you must also try to influence nations into your sphere. Every nation in your sphere will grant you bonuses, but some may hurt you as well. In typical cold war fashion, you will intervene in their wars, prop up their nations, or try to maintain economic dominance over them. Who knows... the choice is yours.
The other thing is that all the ideologies in this game are player created. To start with, there are a set number of playable geographical polities. These are (and are the coloured in countries on the map); the USA, Gran Colombia, Brazil, Argentina, the United Kingdom, France, Germany, Italy, Hungary, the Union of Mali, Nigeria, Egypt, South Africa, the East African Federation, Iran, Russia, China, India, Japan, Indonesia, and Australasia.
Your instructions; pick a geographical polity, and come up with an ideology for it. The ideologies are entirely invented by you. I want you guys to get creative with it. For example, For example, the ideologies at work during our history could have been interpreted (by this definition of ideology);
Liberal Democracy (Eg; the USA)
Conservative or Managed Democracy (eg. Imperial Germany)
Soviet Socialism (Eg; the USSR)
Maoism (fairly obvious)
Fascism or Corporatism (eg. Mussolini's Italy)
National Socialism
Integralism (Brazilian non-racist pseudofascism)
Peronism (Argentinian anti-imperialist corporatism)
Arab Nationalism (Eg: Nasser's Egypt, the original Baath parties)
Democratic Socialism (Eg: Sweden)
Theocracy
Absolutism
and many, many more.
I encourage players to be more creative with their ideologies. Be realistic, but be creative. There is no reason you must stick to ideologies that existed in our timeline. I foresee a militarist technocratic state-planned dictatorship clashing with liberal imperial socialists while a market-based ultramilitant theocracy looks on with delight, for the sake of example. Alternatively you could just copy a historical ideology, eg: just go 'communism'.
So, if you want to join in this NES, please do the following. Give me;
Geographical Polity:
Name of Country:
Ideology: Here is where you outline your ideology - what it is, what it stands for, its brief history, and so on.
Current Leader:
Brief History:
After I get enough of these, I'll write a history and stats. From there, the NES will begin!
Come up with some creative stuff to make the world KhanNES vibrant.
RULES
Example Stats
Nation/Player: USA/Grandkhan
Capital: Washington
Ideology/Rulers: Liberal Democracy/Republican Party
Stability: 7
Economy: 0 (+22)
Influence Points: 4 (+8)
Army: 34 Infantry brigades, 4 artillery brigades, 6 tank brigades
Army Quality: 6
Navy: 30 destroyers, 3 battleships, 1 carrier, 3 submarines
Navy Quality: 5
Air Force: 6 Jet fighters squadrons, 3 jet bomber squadrons, 1 stealth bomber squadron
Air Force Quality: 3
Nuclear Arsenal: 2 Strat Bomber squadrons
DEFCON Level: 4
Projects: National Rail Network (12/20)
Nation/Player: Fairly obvious
Capital: See above
Ideology/Rulers: The first part is the ideology that your nation claims to profess [see above], the second is the ruling party of your nation. Democracies will have elections once every set number of years, tell me how many if you are a democratic state.
Stability: How stable your nation is politically. Runs from 0 to 10, 10 being the most stable. Nations with low stability will find themselves being prone to riots, revolts, or even possible civil wars.
Economy: the first number is your bank. The second in brackets is your yearly income in Economy Points, or EP. This is how many EPs you have to spend. You can go into debt, but only up to twice your Yearly income and you will gain interest. If you do not pay back your debt, you may find yourself in big, big trouble stability and economy-wise.
Influence: The first number is your Influence Bank. The second number is your yearly Influence Points Income. Influence Points are what you must use to spread your ideology. Influence can be used in a number of ways.
1) To gain influence over a country. Gaining influence over a country means that it is now beholden to you and your ideology. For every country under your influence you gain 1IP per turn and 1EP per turn. You gain influence by spending your IP on influencing a neutral or opposing Lesser Nation. You must at least 1IP on doing this if you want to do so. You will have more chance of success the more IP you spend. Be warned - if another MP has a large amount of influence in a country, you will have a very hard time wresting it away from them.
If you wish to try to influence a country, you must tell me in your orders how. There are many ways to do this, limited only by your imagination, and how you influence a country may be relevant to the bonuses you gain. Methods of gaining influence include, but are not limited to;
Funding a military coup
Influencing an election
Influencing a parliamentary coup - think what happened in Australia in 2010, only funded by an outside country
Investing enough into a country's economy that you are its dominant trading partner - may backfire on you, may not/
Granting it developmental aid in return for political favours
Signing an economically advantageous (or disadvantageous, it may be) trade agreement
Funding their militaries.
Funding a rebellion - if you succeed, you may have a new satellite. If you fail, then perhaps there will be a civil war or an ongoing insurgency which you may want to intervene in. Who knows?
2) IPs can be spent on shoring up your own influence in a country, granting it more of your influence and making it harder to take from you. For example,
3) IPs can be spent on destroying influence in a rival territory. Rather than wresting it away from them, every IP spent in this manner removes 1IP from their influence over a territory. This makes it easier for you (or an enemy) to take it.
Note that you may lose your Influence over a nation if certain things happen. For example, if a Lesser Nation falls in a civil war and the rebels conquer it, then you will lose influence and it will either be up for grabs, or the rebels will take control of it.
Army: Lists how many units of various types you have. Currently, the only army units you can have are infantry, artillery, and armour.
Spoiler Army Unit Prices :
Infantry: regular foot sloggers. 1EP for 5 brigades.
Artillery: specialised artillery divisions. 1EP for 2 brigades
Armour: All types of armoured vehicles. Tanks, armoured cars, etc. 1EP for 1 brigades.
Army Quality: How good your army is. Measured on a scale of 1-10, 10 being the best. Is kind of important. Takes into account morale, etc.
Navy: Lists how many ships you have. Divided between Carriers, destroyers, cruisers, subs, and battleships.
Spoiler Navy Unit Prices :
Destroyers: fast, manoeuvrable escort vessels. The mainstay of a fleet. 1EP for 4 destroyers.
Cruisers: bigger than a destroyer, smaller than a battleship. In this day and age, one of the deciders in naval combat. 1EP for 1.
Submarines: Underwater submersible ships. Good for convoy raiding and blockades. 1EP for 3.
Battleships: Queens of the Sea. Immense ships packing ridiculous firepower. 3EP for 1.
Carriers: Provide crucial air support in fleet combat. A must for any blue water navy. 5EP for 1 - if you have a carrier, it is a big deal.
Navy Quality: Like army quality, but for ships.
Air Force: In this day and age, the crucial decider in combat is your air force. Air superiority can swing a battle your way. This bit lists all the military aircraft you have. Some other categories may be added later.
Spoiler Aircraft :
Fighter squadron: Useful for interdiction, strafing, etc. 1EP for 3.
Bomber squadron: Bombers. Yeah. 1EP for 1.
Jet Fighter squadron: Like fighters, but faster and better. 2EP for 1.
Jet Bomber squadron: Like bombers, but faster and better. 4EP for 1.
Other types of aircraft, eg. stealth bombers, supersonics, etc, will be added as technology reaches these levels
Nuclear Arsenal: Lists how many nuclear weapon squadrons you have. Nukes are a big deal - only a few countries have them at the start, though more can get them in the method outlined in technology below. To start with, only a few nations have a few strategic bomber squadrons (which carry nuclear weapons), and stratbombers are the only nuclear delivery systems available, though more will be available with technology.
Spoiler Nuclear weapon costs :
Strategic Bomber Squadron: For now, the mainstay of nuclear delivery systems. incredibly expensive, and currently only available to a few nations. 7EP for 1.
DEFCON Level: Shows how close you are to nuclear armageddon. You can only use nuclear weapons at DEFCON 1.
Spoiler DEFCON levels :
DEFCON 5: Represents peacetime
DEFCON 4: Represents cold war threat of war type thing. Everyone will probably be hovering around DEFCON 4 for most of the NES.
DEFCON 3: Represents minor skirmishing
DEFCON 2: Represents Major warfare
DEFCON 1: Will only be reached when a major war between MPs reaches its peak and looks un winnable in the future. Then, and only then, will nuclear weapons be allowed to be used.
DEFCON 4: Represents cold war threat of war type thing. Everyone will probably be hovering around DEFCON 4 for most of the NES.
DEFCON 3: Represents minor skirmishing
DEFCON 2: Represents Major warfare
DEFCON 1: Will only be reached when a major war between MPs reaches its peak and looks un winnable in the future. Then, and only then, will nuclear weapons be allowed to be used.
Projects: Projects are large scale spending programs in your nation. They can bring greater stability, more influence, or more income to your nation. A project could be a national power network, a hospital improvement project, the construction of a bunker defence system, launching a satellite or a visit to the moon, or a 5 year industrialisation plan. Its only limited to your imagination.
The first number is the amount of EP invested in the project, the second is the amount required in total to complete it.
Technology: This NES has no distinct tech tree. However, technology will still advance. What will happen is that either a researcher will make a breakthrough in some technology, which will be revealed in the stats, and from then on anybody can invest some EP into it per turn until the technology bears fruit. The first few people to invest in a technology will see certain bonuses, but after a few people have completed it it will naturally disseminate among the world, so use your tech advantages fast.
Alternatively, your military industrial complex can also research technologies. From there, you may invest in these technologies secretly until they bear fruit. From there, other nations may also put research into it, until enough have done so that the technology finally goes public. Who has first dibs on these techs is random, but some ideologies and some projects may make being an innovator more likely.
Stories: Stories are not necessary, but I like them and strongly encourage them.
Orders: Please PM me any orders titled KhanNES: [Nationname] [Turn No.]. Orders should be formatted;
STATS
INFLUENCE SPENDING
ECONOMY SPENDING
DOMESTIC ORDERS
MILITARY ORDERS [if any]
Updates and Grievances: I'll update when I can. Possibly frequently. Possibly not. I'll try weekly, but don't count on it. I do this for free, so they'll come when I have time.
If there's a problem with anything that isn't a simple stats error, please PM me or contact me via #nes. I don't have AIM, alas.
Countries Taken
Germany (Lord of Elves)
France (Zeletdude)
China (Krzowwh)