SheepNES: Alternative Cold War

Modern warfare is a lot more complicated to be satisfied with divisions. However they are great if a mod wants to save time.

Or you could have armies in purely indvidiual numbers which could be then divided according to how much the player wants to send where.

Infantry 1 division= 10,000 men
Tank 1 division=100 tanks
Artillery 1 brigade=10 guns
Infantry 1 battalion=1,000 men
Special Forces 1 company=10 men

Air Force:

Fighter 1 squadron=100 planes
Bomber 1 squadron=100 planes
Helicopter 1 battle group=10 helicopters

Or something along those lines
 
My point was that divisions in modern armies are not simply "infantry", "tank" or "motorized". In addition casualties would be a lot less flexible. If an Army stat would have 5 types of divisions or 5 types of soldiers I'd go with soldiers cuz stats are long anyways.
 
I will be using numbers. Also silver those are pretty big squadrons for planes and what not....
 
These are the tentative stats I most likely will be using. Keep in mind these will change and that certain stats will work diffrently under the rules.

DO NOT ASSUME ANYTHING.

Nation Name
Political Head/Player
Government/ National Confidence:
Economy:
Treasury:
Industrial Base:
Education:
Army:
Navy:
Air Force:
Strategic:
Projects:
Special Notes:
 
It seems to me allot of people are getting ready to jump the minuet you say they can now reserve. May I suggest a system (when it is time) that we name 6 countries that we would like to use (1 been the most and 6 being the least). That way we ca somewhat avoid this blood bath that is doomed to come. Unless you have a better system already then ignore this completely
 
I am working on it matey.
 
These are the tentative stats I most likely will be using. Keep in mind these will change and that certain stats will work diffrently under the rules.

DO NOT ASSUME ANYTHING.

Nation Name
Political Head/Player
Government/ National Confidence:
Economy:
Treasury:
Industrial Base:
Education:
Army:
Navy:
Air Force:
Strategic:
Projects:
Special Notes:
Looks good, but what about infrastructure? Or is that the same as industrial base?
 
Industrial Base will respresent working population, factories and infrastructure along with everything else that may or may not affect production in your nation.
 
Industrial Base will respresent working population, factories and infrastructure along with everything else that may or may not affect production in your nation.
That's fine. How are you going to implement trade? Are you going to list major trade partners? What about commodities and industries?
 
Trade will be included in the Economy stat, which will become clearer when I fine tune and release the orders I am writing up. Trade partners will not be listed. Commodities and Industries will unfrotuantley cause too much of a headache for me also and will not be listed. However things like oil and the like could still be used in the nes as random events and the like to add some degree to realism in this.

Rule set is about 50% complete. Once this is done then it is up to doing the stats for each nation. I promise that the rules will be somewhat evolutionary in their approach.
 
We're all in anticipation.

Military:
Organised into numbers. However in order to reflect the aparent technological differences "generations" of weapons are introduced.
Example: Tanks
Tanks 1st generation - British WW1 tanks
2nd - WW2 tanks
3rd - 60's
4th - 90s
5th -2000

Thus the stats for Poland for example would look Army: 300 tanks(3), 20 tanks (4) where number in brackes means generation.
Different generations of military equipment could and should exist in:
tanks, airplanes, rockets, infantry (equipmentwise, remember the "millenium soldier"). Nuclear missiles could also have payload parameter attached to them.
 
Thus the stats for Poland for example would look Army: 300 tanks(3), 20 tanks (4) where number in brackes means generation.
Different generations of military equipment could and should exist in:
tanks, airplanes, rockets, infantry (equipmentwise, remember the "millenium soldier"). Nuclear missiles could also have payload parameter attached to them.

This is going to make things quite complicated, with many diffrent stats and numbers and such. Is this really nessecary? I think a training level would be quite sufficent. The mod can simply keep in mind diffrences between tech quality and levels and so on.
 
The mod can simply keep in mind diffrences between tech quality and levels and so on.
That would work if the tech leves are not changed over the course of the game or if mod can keep the players uptodate with such changes.
 
Are you going to have technologys like in this game?
 
As it is the current world, if there is something you would be intrested in researching it would be a project. It also comes with the possibility in failure as not everything we have the technology for yet.
 
Basic Rules Summary. (will most likely be refined and expanded upon BEFORE the start of the sign ups)

Governments and National Confidence: Denotes what type of government you are and what the confidence in your government currently stands at in word level form. Confidence will be affected by your performance, however stories will help in this.

Levels are:

Revolutionary
Rebellious
Protesting
Unsettled
Unhappy
Content
Happy
Jingoistic
Patriotic
Overwhelming Support

Economy: Your total GDP is represented here, then the tax rate you currently are charging. Finally a third figure will allow you to see how much you may spend the coming turn from that tax amount (not including the treasury amount). Most probably going to be an economic points system without levels. Futhermore tax can and will have negative affects as well as positive. Charge more and you will see a drop in confidence, among other things, charge less and you may not be able to sustain your current fiscal levels.

Treasury: The amount of economic points you have in the treasury, saved away for a rainy day.

Industrial Base: Represents the industrial power of your nation and is made up of a mixture of the following: Working population, infrastructure, factories, etc. Will be shown as a total figure and amount needed to sustain current military levels. The higher this second figure is in relation to the first the worse your economy will be, although during wartime, some strains on your economy are to be expected.

Education: Represents how smart the education system is. Remember each nation will have their own geniuses, however those with a better education stat, have a better education system so on a whole the nation is thus smarter. To raise a level you will either need stories, or to invest money into education (however investment will bring random benefits to the system, or none at all depending on the amount invested.) Futhermore education needs to be upkept or it will begin slipping. After all those paperclips don’t pay for themselves!

Levels are:

Ignorance
Illiterate
Uncomprehending
Basic
Literate
Comprehending
Encouraging
Smart
Top of the Class

Armed Forces: Your armed forces are organized into the branches of the military, then into unit types with numerical quantities given to how many of that unit type you have. Generations will also be used, and you must research a higher generation of a unit type before they are allowed to be built. This does not prevent you from buying military hardware from international sources although the originating country must have said units BEFORE the start of that turn (you cannot build units and sell them on IN the same turn) More information is to follow when the rules are fully done….

Special Notes: Any specific notes that are important to your nation (Major issues, upcoming events and the like) go here.

Projects/ Research: This gives you a listing of current projects whether or not that is simply designing a new infantry rifle, or trying to colonize Mars, its all here! Once completed it will then be moved to the relevant line in your stats. A prelim budget will be given to you at the beginning of the project if requested by pm. If not requested this will not be given. This also does not mean that it wont go over budget.

United Nations: Security Council: The Security Council will have its own sub thread which I will run as the Secretary General. There are 5 permanment members (USA, UK, France, China and Russia) which all have veto powers. There are another 10 places available which have no veto power. All UNSC resolutions must be adhered to by ALL member nations so choose your Security Council members correctly. Such resolutions can include: condemnations for war, peacekeeping missions, sanctions for acts (eg North Korea and their nuclear tests earlier this year) and also suspensions and expulsions from the United Nations.

United Nations: General Assembly: For simplicity’s sake the United Nations General Assembly will meet once a year and will nominate and vote upon new Security Council members. The way this will work, is that you nominate the nation that you wish to vote to the UNSC in your orders. If you dont vote, I will assign your vote randomly. NPCs will vote, however PC votes will carry more weighting. You cant vote for yourself, or a permanement member, or a nation that is currently a member, barring that everyone else will be allowed to be voted for.

United Nations: Secretary General: For the purposes of this game, I will be the Secretary General of the United Nations to ensure no real bias. I will also be responsible for asking for troops for international forces and also ensuring adherence to resolutions from the UNSC.

Other International Organisations:
Other international organizations (eg. European Union) will be left up to players to set up sub threads if they wish to do so. In fact this might be beneficial for economic well being and also to ensure security and peace in your particular region continues and so on.

Insurgencies and Terrorism: Insurgencies and terrorist organizations in the spirit of fairness will be all NPC. If a insurgency reaches the point of de facto independence then it could become a playable faction. For examples of ‘insurgencies’ that have become playable factions look to ‘countries’ like South Ossetia. Terrorist attacks will come randomly and will be like RL in the targets attacked and by whom.

International Forces: You at any one time may commit troops to an International Force. In fact at times you will be requested to commit troops to an International Force and to not do so may cause problems for diplomatic efforts in the future. Once committed the troops no longer drain your national resources, however they will not all return as casualties will be divided on a percentage basis to the amount of troops you gathered. For example if you commit 50% of a certain troop type to a certain International Force then you will suffer 50% of the casualties in that troop type. On the stats the International forces will not be divided, for ease and casualties per nation basis will only be worked out at the end of the mission. Furthermore a nation will be nominated to lead the international force, and this player alone will have control over the ENTIRE force, although only in context of the mission.

Mobilization: Once you mobilize your military is more important. Industrial Base wise, you can invest more into the military before it becomes a problem. However elongated mobilizations will led to detrimental affects on your national psyche and economy. Like anything used sparingly, and you may find benefits, use too little or too much however and it will be at your own peril.

National Character: Remain in character or face the consequences. Plain and simple. If you cant do this, simply dont join.

Orders: Will be limited to one pm, per a person, per a turn. I don’t want to have to shift through multi-pm orders. Quite frankly they piss me off, and as you can see I already have enough to do without having to deal with this! So any orders that are longer than one pm, will have all pms after the first ignored. If you need to send a new lot of orders, you must thus send the ENTIRE set of new orders. With 2nd Set clearly shown so I can delete the first. I would thus prefer orders to be concise, leave the stories for the threads, maps are a good idea, and a picture really does equal 1000 words if not more, so keep this in mind.

Turn Length: Each turn will last 1 year.


Stats

Nation Name
Political Head/Player
Government/ National Confidence:
Economy:
Treasury:
Industrial Base:
Education:
Army:
Navy:
Air Force:
Strategic:
International Forces: (if any)
Projects/ Research:
Completed Research:
Completed Projects:
Special Notes:
 
Great rules. One majour flaw... once a year is once in 6 turns? I want to live to see the future. I strongly recommend that you change it to be 1turn=1 year, unless the focus of your game is diplomatic and political bickering of everyday.
 
Looks good!

However, I suggest that you change education to a system of points rather than levels--how about using literacy percentage? This gives a more refined means of comparison between different countries, the data is easily available on the CIA world factbook, and it seems overall more realistic.
 
Looks good!

However, I suggest that you change education to a system of points rather than levels--how about using literacy percentage? This gives a more refined means of comparison between different countries, the data is easily available on the CIA world factbook, and it seems overall more realistic.

Then what would be the difference between Italian 100% Literacy and American 99%? Both states have a hugely different potential for research IRL.
 
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