TheLizardKing
Let's talk Michelle.
ORDERS IN BY FRIDAY, THE 5TH, 3:00 PM AMERICAN EASTERN TIME.
The Six Months War; Take 3 is the continuation of my old NES “Six Month's War; Take 2”. After a period of just about 17 years, the World finds itself on the brink of war once again, as power blocks form throughout the world, and each block finds itself at the throat of another.
Players – Anybody can play this NES, but I reserve the right to decline a player a specific faction.
Stories – Stories make the NES much more real, and are interesting to read whilest you wait for a new update, or for diplomacy to resume. Stories that have some form of effort put into them will be rewarded come update time.
Updates: The question "When is the update" will never be answered. On the first post, the deadline for orders and the approximate time for the update will be there. My updates are usually long, and detailed, and as such, take longer then one week to write, usually. So orders are due on the specific date I post above, and the update may come at any point the following week, usually followed by stats.
Nations: Major powers are usually the leader of power blocks (I will list such nations below) while smaller ones usually find themselves affiliated with one power or another. The following is the nations template.
Template
Nation Name
Political Status (if a dominion, vassal, etc.)
Government Type, And Leader
Capital City
Stability: 12
Economic Power: 20/0
Manpower: 500 (+1)
Restrictions: (/150,000)
Army: 10 Infantry Divisions
Army Experience: 1/10
Navy: 5 Destroyers
Navy Experience: 1/10
Air Force: 24 Fighters
Air Force Experience: 1/10
Nation Name, And Status
Every nation, obviously has a name, most of which you'll already be familiar with. However, underneath of each name may be a certain title, or status, be in Protectorare, Dominion, Occupied, etc. all of which mean different things depending on the nation which you're being affiliated with.
Government
The government of your nation is important for a variety of reasons. Holding elections, having regime change and your government in general will effect the rise and fall of stability and economy in your nation. For democratic nations, you must hold elections every few turns, or the people will become unhappy. With that, the politicans elected must act on the platforms they've promised the people; that's why they were elected! Playing in character makes the game a lot better, and interesting.
Economy
Economic Power: (Total Points Generated a Turn)/(banked)
Instead of the previous workings of Industrial Capacity, we now have Economic Power, which represents all elements of the economy, not just industry. Economic power (or points, whichever you prefer) is spent on all other elements of your nation: economy, stability, military, and projects.
You can generically no longer increase your economic power by spending +1 of your original economy. This allowed larger nations to gain more EP every other turn, and less expense to themselves, as smaller nations struggled. In order to increase your economy, you need to either spend EP on building projects, start trading with more and more nations, or decrease your military size.
Stability
Stability is how stable your nation is internally, ranked 1 to 10. As your nation gets closer to one, expect more and more rebellions, less EP to send, and frankly a worse military. The closer you are to ten, you may find your economy and military doing suprisingly well, and a happy populace.
Manpower
Manpower represents the amount of able-bodied people in your nation that could take up arms against an enemy. Manpower is one of the few things that directly effect your restrictions. (see Restrictions.) Manpower also has an effect on EP, but that is ultimately decided by me.
Restrictions
Each nation has a certain restriction to it's military might. I introduced it towards the end of the last NES, but it failed to really work as well as I expected, and end up becoming more of an issue then a solution to the problem of smaller nations fielding massive armies.
So, this time, your militaries restriction, and numbers are more vague. I have begun counting support personal, reserves, etc. among the numbers of total military units. As you're military grows, so does the number of people in your military, be they combat soldiers, or not. As such, I will determine military totals, myself. The reprecussions for having a military too large are minor at first, but grow with time. Reprecussions include loss of stability, loss of EP, military logistics issues, etc.
Experience
Experience is relatively self-explanitory. How experienced is your nation's military? A nation in a war, or coming out of a war will obviously have a stronger, more experienced military then one who has seen nothing but peace the last two decade. Experience is lost or gained over time, and through fighting.
Designing Your Military
As is available below, all unique units have their own stats and can be customized by players. You can develop new ships, vehicles or planes based on the technology which exists at the time (No laser death rays in World War 2). To do this You need only pay 20 EPin a single turn to commission your design for a new weapon.
Requests for designs MUST come with details. What are your units strengths? What are your weaknesses? If you don't specify, I'm going to assume that it's mediocre. Take the time to truly design your designs.
Your designs can be shared with as many people as you like and you can even build and sell off the weapons you design to other countries (maybe even make a profit!).
You may also trade designs, and certain types of units (i.e. ships, planes, etc.) at your own discretion. Designs will allow a nation to build whatever unit it is, as they wish. At the same time, if you ever wish to buy a unit it, then rework the design, so you get the designs, and build whenever you wish, you must pay 5 EP, and lose a type of that unit. I.e.
"Germany gives France 30 of its new Kaiser Planes. The French wish to rework the planes, so that they have the designs also. The French pay 5 EP, and lost one of the planes, leaving them with the designs, and 29 Kaiser Planes."
With that, and with the absense of a tech tree, by the usual definition, one may question how military/tech is to advance. Through designs. If your design is relying on tech not yet widely known or not within reach, then I may have you pay extra for the research. But I'd discuss the total with the player.
Military and Mobilization
Mobilization and total war is a key element of modern warfare. Therefore I introduce a revised version of mobilization. If you wish to declare mobilization in the course of a major conflict the following things happen:
1. You can no longer spend your economy on stability efforts or projects. Anything non-military related really.
2. You will increase your output of both planes, ships, and infantry, for the same cost. Instead of 1 Infantry Division, taking 1 EP, and 1 MP, you would get 2 Infantry Divisions, for 1 EP, and 2 MP.
3. Restrictions grow substantially, depending on your nation's infrastructure (which is based off of building projects, and stories.)
4. Reduces the cost of designing new weapons from 20 EP to 10 EP.
5. Your economy would get a slight boost, but eventually (after a few years) will begin to fall.
6. Your people will at first support the war effort, then slowly begin detesting it. The lack of domestic production doesn't help either!
7. Constant mobilization, and demobilization to get the benefits will lead to economic stagnation, if not collapse.
Land Unit Pricing
Infantry Brigade: 1 EP and 10 MP, for 1 Division
Naval Unit Pricing
Destroyer: 1 EP and 1 Manpower, for 2 ships. These vessels can travel on the ocean and on medium to large rivers and lakes.
Cruiser: 2 EP and 1 MP for 2 Ships. They are useful at taking down enemy destroyers.
Dreadnought: 4 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas.
Submarines: 1 EP and 1 Manpower for 2 ships. These vessels can travel medium range, they cannot travel too long distances, and must often come up to resurface and to go back to ports for resupply. However, they are deadly weapons, and many a merchant ship will remain at the bottom due to these.
Air Unit Pricing
there is no more normal airplanes, as the spread of the Bordeaux 19' has taken it's place.
Your Nations Map Color
Each nation has a specific map color, though political situations may alter that color. If one nation is highly influenced by another, it will take on a color similar to the influencing nation. If a nation is occupied, it will take on a similar color to the occupying nation. Likewise, if a nation is, say, becoming communist, it will turn red.
Orders, Tips, and Updates
If a question is asked in which the answer is clearly in the above ruleset, I will not answer it and will ignore you until you figure it out.
Orders in on time will always help you.
If anything is not clear or confusing above, please let me know and I will strive to fix it. If you have questions which are not clearly answered here, I will be more than willing to add a section on this page to prevent future confusion.
Thank You
Eq for the ruleset, several (hundred) ideas, among other things.
Dachs for providing an easy to follow guide
And a big thanks to Amon Savag, DarthNader.
The Six Months War; Take 3 is the continuation of my old NES “Six Month's War; Take 2”. After a period of just about 17 years, the World finds itself on the brink of war once again, as power blocks form throughout the world, and each block finds itself at the throat of another.
Players – Anybody can play this NES, but I reserve the right to decline a player a specific faction.
Stories – Stories make the NES much more real, and are interesting to read whilest you wait for a new update, or for diplomacy to resume. Stories that have some form of effort put into them will be rewarded come update time.
Updates: The question "When is the update" will never be answered. On the first post, the deadline for orders and the approximate time for the update will be there. My updates are usually long, and detailed, and as such, take longer then one week to write, usually. So orders are due on the specific date I post above, and the update may come at any point the following week, usually followed by stats.
Nations: Major powers are usually the leader of power blocks (I will list such nations below) while smaller ones usually find themselves affiliated with one power or another. The following is the nations template.
Template
Nation Name
Political Status (if a dominion, vassal, etc.)
Government Type, And Leader
Capital City
Stability: 12
Economic Power: 20/0
Manpower: 500 (+1)
Restrictions: (/150,000)
Army: 10 Infantry Divisions
Army Experience: 1/10
Navy: 5 Destroyers
Navy Experience: 1/10
Air Force: 24 Fighters
Air Force Experience: 1/10
Nation Name, And Status
Every nation, obviously has a name, most of which you'll already be familiar with. However, underneath of each name may be a certain title, or status, be in Protectorare, Dominion, Occupied, etc. all of which mean different things depending on the nation which you're being affiliated with.
Government
The government of your nation is important for a variety of reasons. Holding elections, having regime change and your government in general will effect the rise and fall of stability and economy in your nation. For democratic nations, you must hold elections every few turns, or the people will become unhappy. With that, the politicans elected must act on the platforms they've promised the people; that's why they were elected! Playing in character makes the game a lot better, and interesting.
Economy
Economic Power: (Total Points Generated a Turn)/(banked)
Instead of the previous workings of Industrial Capacity, we now have Economic Power, which represents all elements of the economy, not just industry. Economic power (or points, whichever you prefer) is spent on all other elements of your nation: economy, stability, military, and projects.
You can generically no longer increase your economic power by spending +1 of your original economy. This allowed larger nations to gain more EP every other turn, and less expense to themselves, as smaller nations struggled. In order to increase your economy, you need to either spend EP on building projects, start trading with more and more nations, or decrease your military size.
Stability
Stability is how stable your nation is internally, ranked 1 to 10. As your nation gets closer to one, expect more and more rebellions, less EP to send, and frankly a worse military. The closer you are to ten, you may find your economy and military doing suprisingly well, and a happy populace.
Manpower
Manpower represents the amount of able-bodied people in your nation that could take up arms against an enemy. Manpower is one of the few things that directly effect your restrictions. (see Restrictions.) Manpower also has an effect on EP, but that is ultimately decided by me.
Restrictions
Each nation has a certain restriction to it's military might. I introduced it towards the end of the last NES, but it failed to really work as well as I expected, and end up becoming more of an issue then a solution to the problem of smaller nations fielding massive armies.
So, this time, your militaries restriction, and numbers are more vague. I have begun counting support personal, reserves, etc. among the numbers of total military units. As you're military grows, so does the number of people in your military, be they combat soldiers, or not. As such, I will determine military totals, myself. The reprecussions for having a military too large are minor at first, but grow with time. Reprecussions include loss of stability, loss of EP, military logistics issues, etc.
Experience
Experience is relatively self-explanitory. How experienced is your nation's military? A nation in a war, or coming out of a war will obviously have a stronger, more experienced military then one who has seen nothing but peace the last two decade. Experience is lost or gained over time, and through fighting.
Designing Your Military
As is available below, all unique units have their own stats and can be customized by players. You can develop new ships, vehicles or planes based on the technology which exists at the time (No laser death rays in World War 2). To do this You need only pay 20 EPin a single turn to commission your design for a new weapon.
Requests for designs MUST come with details. What are your units strengths? What are your weaknesses? If you don't specify, I'm going to assume that it's mediocre. Take the time to truly design your designs.
Your designs can be shared with as many people as you like and you can even build and sell off the weapons you design to other countries (maybe even make a profit!).
You may also trade designs, and certain types of units (i.e. ships, planes, etc.) at your own discretion. Designs will allow a nation to build whatever unit it is, as they wish. At the same time, if you ever wish to buy a unit it, then rework the design, so you get the designs, and build whenever you wish, you must pay 5 EP, and lose a type of that unit. I.e.
"Germany gives France 30 of its new Kaiser Planes. The French wish to rework the planes, so that they have the designs also. The French pay 5 EP, and lost one of the planes, leaving them with the designs, and 29 Kaiser Planes."
With that, and with the absense of a tech tree, by the usual definition, one may question how military/tech is to advance. Through designs. If your design is relying on tech not yet widely known or not within reach, then I may have you pay extra for the research. But I'd discuss the total with the player.
Military and Mobilization
Mobilization and total war is a key element of modern warfare. Therefore I introduce a revised version of mobilization. If you wish to declare mobilization in the course of a major conflict the following things happen:
1. You can no longer spend your economy on stability efforts or projects. Anything non-military related really.
2. You will increase your output of both planes, ships, and infantry, for the same cost. Instead of 1 Infantry Division, taking 1 EP, and 1 MP, you would get 2 Infantry Divisions, for 1 EP, and 2 MP.
3. Restrictions grow substantially, depending on your nation's infrastructure (which is based off of building projects, and stories.)
4. Reduces the cost of designing new weapons from 20 EP to 10 EP.
5. Your economy would get a slight boost, but eventually (after a few years) will begin to fall.
6. Your people will at first support the war effort, then slowly begin detesting it. The lack of domestic production doesn't help either!
7. Constant mobilization, and demobilization to get the benefits will lead to economic stagnation, if not collapse.
Land Unit Pricing
Infantry Brigade: 1 EP and 10 MP, for 1 Division
Naval Unit Pricing
Destroyer: 1 EP and 1 Manpower, for 2 ships. These vessels can travel on the ocean and on medium to large rivers and lakes.
Cruiser: 2 EP and 1 MP for 2 Ships. They are useful at taking down enemy destroyers.
Dreadnought: 4 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas.
Submarines: 1 EP and 1 Manpower for 2 ships. These vessels can travel medium range, they cannot travel too long distances, and must often come up to resurface and to go back to ports for resupply. However, they are deadly weapons, and many a merchant ship will remain at the bottom due to these.
Air Unit Pricing
there is no more normal airplanes, as the spread of the Bordeaux 19' has taken it's place.
Your Nations Map Color
Each nation has a specific map color, though political situations may alter that color. If one nation is highly influenced by another, it will take on a color similar to the influencing nation. If a nation is occupied, it will take on a similar color to the occupying nation. Likewise, if a nation is, say, becoming communist, it will turn red.
Orders, Tips, and Updates
If a question is asked in which the answer is clearly in the above ruleset, I will not answer it and will ignore you until you figure it out.
Orders in on time will always help you.
If anything is not clear or confusing above, please let me know and I will strive to fix it. If you have questions which are not clearly answered here, I will be more than willing to add a section on this page to prevent future confusion.
Thank You
Eq for the ruleset, several (hundred) ideas, among other things.
Dachs for providing an easy to follow guide
And a big thanks to Amon Savag, DarthNader.