TheLizardKing
Let's talk Michelle.
ORDERS DUE SATURDAY, 12/15 AT 12:00 PM, US EASTERN TIME
Banner, courtesy of Lord of Elves
Special thanks to;
Lord of Elves; for being the person whoforced encouraged me to give this another go. And writing a wonderful history for this; without him, I would have certainly not done this.
EQandCivfanatic; it's hard to run a non-fantasy NES without copying from one of your rulesets, or one of your NES's as a whole. Most of the time developing this, I found myself skirting around ideas already in use, or already done by you, but ultimately resistance was futile.
Welcome to my NES, Six-Months War; Take 4, a continuation of my previous NES. After a two year wait, a poorly constructed and non-canon sequel (which from this point on will never be referenced again.) I am proud to say I am prepared to moderate perhaps my most successful NES, and the one I've had the most fun doing.
For those of you who don't know, the Six-Moths War NES was based off of a series of Harry Turtledove novels, called the "Southern Victory Series". In these novels, the Confederate States of America find themselves independent from the United States, with the direct help of the United Kingdom and the Third French Empire. Through a series of butterflies from that point (for our purposes, I'm considering the South Victory Series up until about 1913 to be canon), the original NES opened with the world gearing up for The Great War, a war, that many experts claimed would be over within six-months.
Starting in 1922, you will experience the after effects of the Great War politically, socially and of course, militarily. This is still a time of nationalism, and a time of imperialism. The unbalanced system of Treaties ending the war have greatly effected the losers of the war, while the victors seem to have "bitten off more than they could chew." Calls for reform echo through Europe, as demands for self-determination can be heard throughout colonial territories.
Whether you're a nation attempting to shirk off the embarrasment of losing the Great War, or one of the victors, trying to hold on to your spoils, the world of Six-Months War; Take 4 is yours to explore, and make into your own. Remember, your choices will affect the lives of millions, and could lead your nation to glory or defeat.
The Rules
Anybody can play this NES, but not everyone can be a Great Power. If you see an open nation, just go ahead and take over for them. In order to keep your nation though, you must send orders consistantly. If you continuesly miss the deadline, I reserve the right to kick you out. I also reserve the right to take nations away from players, if the players are acting OOC (out of charactor), just doing a generally terrible job, or being a nuiscance.
I for one, love stories, or anything that one could consider to be a 'world building action', such as maps, flags, or anything else you feel like making an argument about. As such, I have had a policy in my past few NES's to reward players who post stories, or anything else of that nature between updates, as a way to flesh out this world a little bit. These bonuses are generally small, and aren't too consequential, but it's my way of recognizing the players that put forth a little bit more effort to develop a character for their country. Rewards cannot be stacked however, so don't feel obligated to write multiple stories (though that would be nice!). Not everyone has the same amount of time to dedicate to the NES, and it would be unfair for someone to get that many more bonuses because they have the time and ability to write multiple stories. This is also done to prevent poor story spam.
When asking about when the update will be up, keep in mind, that I have a life outside of NESing, and real life is always a priority to this. I will do my best to update in a timely manner, but constantly asking or complaining about the time taken to update is generally annoying. Anyone who has moderated an NES before can understand.
I also reserve the right to redact any player action, or consider it non-canon, and just make it disappear. If any action is ridiculous enough, or OOC enough, I do have the right to step in and just plain and simple make it not happen. I won't be abusing the power, and thankfully, never have really had to use it to any major extent. If you're ever that worried about whether or not your action will be IC (in-character) or not, it probably isn't. But just to humor you, feel free to ask me, and I will explain my position, and why you can or can't commit to that action.
If you were wondering what happens when you run out of manpower, let's just say, bad things. Since it's a representation of both men available to fight for you, and industry to support them, that means you are running on fumes. If you wish to recruit more ships, planes, tanks, or other non-living things, you can always get another country to recruit them for you, and work out a way to buy them. If you are in need of divisions, you're more or less out of luck. Recruiting more, once you ran out of manpower can also really hurt your economy. Just so you know.
On to the stats themselves...
This is the base template I have used for national stats.
Nation Name: Capitol
Political Status of the Nation
Government Type: Leader
Stability: 1-10
Economic Power: () /
Manpower: (+)[]
Army:
Army Experience: 1-10
Navy:
Navy Experience: 1-10
Air Force:
Air Force Experience: 1-10
Self-explanitory.
If a nation is a dominion, a protectorate, or something else special, I mention it here.
The type of government you have, and who the Head of State is. This can be changed if you want, or especially if your people want, through reform, or violent revolution. Be careful with how you do it though!
How stable is your nation currently? If you are on the verge of a civil war or revolution, your stability number will be below 5. If your people are happy, or just terrified of the thought of revolt, you'll be higher than 5. 5 is just that grey zone.
How much money your nation has to spend each turn. If there is a number in parethesis, that's your bank, or stored money, which can be used whenever is convenient for you. If you have a slash after your economic total, that's so you know how much of your total money is from your colonies. So if your economic stats read (5)50/10, that means you have 5 EP in the bank, 50 EP each turn, and 10 of that 50 EP is from your colonies. Economies can be grown through domestic investment, annexing new territories, or even just luck! Though, keep in mind you can lose money through many of the same means.
Is a sum of your population and industry available to your nation. Immigration, better medical technologies and general improvements will increase either your complete total, or your yearly increase. The initial number you see if your total manpower available. The number in parenthesis with a plus (or in some bad cases, a -) is your yearly increase. The numbers in brackets, if you have any, are the total population of your colonies, which have been kept seperate from your overall national population.
The units of your army, navy and air force will be represented here. If you have colonies, these aren't your total units, as units garrisoned in colonies will not be represented here, but on the colonial stats themselves. When you recruit a unit, they are instantly 'created', arcade style, and can be used in your orders for the turn you recruit them. The experience statistic is based off of how much fighting your soldiers have been doing, and how well they're doing in it. Just because you're in a war, doesn't mean your soldiers are getting more experience, for statistical purposes. After all, if your army runs away at every opportunity possible, it shouldn't be beneficial for you!
UU's, and Tech
Part of the fun in the previous SMW was a players ability to customize their own military with their own desgins. Designing Unique Units, or UU's, will be easy in this NES. Similar to Capto Iugulum (for those of you familiar with it), UU's have a series of different stats, with point values after it. Each point for a design costs 25 EP, though prices can be less, depending on technology you may get, or bonuses from the update. You can co-develop UU's with other nations, rework existing designs (though each point costs 50 EP, instead of 25. I also reserve the right to refuse this, depending on if players figure out a way to "game" the system. Infantry Units will cost 100 EP for a design, and each nation is only allowed to use 1 Infantry unit design at a time.
I will not be using a tech tree in this NES, as long as possible. Tech trees can be gamed by players, and generally (seem) to cause more problems than they are worth. Tech isn't the focus of this NES by any stretch, and should develop along similar lines as tech in real life. That being said, you "get technology" by developing new UUs, or embarking on brave new research projects. Technology also gets dispersed among all nations over a period of time, so if you find yourself technologically irrelevent, don't fret, as it's probably just a temporary set back.
Mobilization
Any nation has the ability to mobilize at any given time. In the NES, mobilization is the representation of your nations resources, industry and overall manpower being used towards the construction of military hardware and units to the fullest extent possible. The benefits of mobilization include getting twice as many units that you paid for, increased stability (everyone wants to lend a hand with the war effort, so long as it's a popular war!) along with a slight increase in both EP and MP. A mobilized nation should be able to outproduce non-mobilized nations easily, but being mobilized isn't exactly a good thing either. It severely limits the amount of money and industry being used on other non-military related activities (for this NES's purposes, most domestic projects not directly related to your war are going to be stalled, stopped or completely shutdown), and if used innapropriately, could hamper your economy in the post-war world. I would recommend against mobilizing unless it's absolutely necessary- see how far you can manage to go, without commiting the entirety of your nation's resources towards winning the war!
Disbanding
A nation can disband, or scuttle it's military at whim. It will receive 1/2 the total EP cost of the units, and 1/2 the total Manpower cost of the units back.
Generic Unit Pricings UU's can become generic after mass distribution. Units like these will be in Italics.
Infantry Brigade: 5 EP and 5 manpower, for 1 Brigade
Destroyer: 5 EP and 1 Manpower, for 1 ship.
Cruiser: 15 EP and 1 Manpower for 1 Ship
Dreadnought: 40 EP and 5 Manpower for 1 ship.
Submarines: 10 EP and 1 Manpower for 1 ship.
Zeppelin: 5 EP and 1 Manpower for 1 Zeppelin
Fighter Squadron: 10 EP and 1 Manpower for 1 Squadron
Xiaolong H-I Bomber Squadron: 15 EP and 1 Manpower for 1 Squadron
Warkers Mod I: 15 EP and 1 Manpower for 1 Brigade
Banner, courtesy of Lord of Elves
Special thanks to;
Lord of Elves; for being the person who
EQandCivfanatic; it's hard to run a non-fantasy NES without copying from one of your rulesets, or one of your NES's as a whole. Most of the time developing this, I found myself skirting around ideas already in use, or already done by you, but ultimately resistance was futile.
Welcome to my NES, Six-Months War; Take 4, a continuation of my previous NES. After a two year wait, a poorly constructed and non-canon sequel (which from this point on will never be referenced again.) I am proud to say I am prepared to moderate perhaps my most successful NES, and the one I've had the most fun doing.
For those of you who don't know, the Six-Moths War NES was based off of a series of Harry Turtledove novels, called the "Southern Victory Series". In these novels, the Confederate States of America find themselves independent from the United States, with the direct help of the United Kingdom and the Third French Empire. Through a series of butterflies from that point (for our purposes, I'm considering the South Victory Series up until about 1913 to be canon), the original NES opened with the world gearing up for The Great War, a war, that many experts claimed would be over within six-months.
Starting in 1922, you will experience the after effects of the Great War politically, socially and of course, militarily. This is still a time of nationalism, and a time of imperialism. The unbalanced system of Treaties ending the war have greatly effected the losers of the war, while the victors seem to have "bitten off more than they could chew." Calls for reform echo through Europe, as demands for self-determination can be heard throughout colonial territories.
Whether you're a nation attempting to shirk off the embarrasment of losing the Great War, or one of the victors, trying to hold on to your spoils, the world of Six-Months War; Take 4 is yours to explore, and make into your own. Remember, your choices will affect the lives of millions, and could lead your nation to glory or defeat.
The Rules
Anybody can play this NES, but not everyone can be a Great Power. If you see an open nation, just go ahead and take over for them. In order to keep your nation though, you must send orders consistantly. If you continuesly miss the deadline, I reserve the right to kick you out. I also reserve the right to take nations away from players, if the players are acting OOC (out of charactor), just doing a generally terrible job, or being a nuiscance.
I for one, love stories, or anything that one could consider to be a 'world building action', such as maps, flags, or anything else you feel like making an argument about. As such, I have had a policy in my past few NES's to reward players who post stories, or anything else of that nature between updates, as a way to flesh out this world a little bit. These bonuses are generally small, and aren't too consequential, but it's my way of recognizing the players that put forth a little bit more effort to develop a character for their country. Rewards cannot be stacked however, so don't feel obligated to write multiple stories (though that would be nice!). Not everyone has the same amount of time to dedicate to the NES, and it would be unfair for someone to get that many more bonuses because they have the time and ability to write multiple stories. This is also done to prevent poor story spam.
When asking about when the update will be up, keep in mind, that I have a life outside of NESing, and real life is always a priority to this. I will do my best to update in a timely manner, but constantly asking or complaining about the time taken to update is generally annoying. Anyone who has moderated an NES before can understand.
I also reserve the right to redact any player action, or consider it non-canon, and just make it disappear. If any action is ridiculous enough, or OOC enough, I do have the right to step in and just plain and simple make it not happen. I won't be abusing the power, and thankfully, never have really had to use it to any major extent. If you're ever that worried about whether or not your action will be IC (in-character) or not, it probably isn't. But just to humor you, feel free to ask me, and I will explain my position, and why you can or can't commit to that action.
If you were wondering what happens when you run out of manpower, let's just say, bad things. Since it's a representation of both men available to fight for you, and industry to support them, that means you are running on fumes. If you wish to recruit more ships, planes, tanks, or other non-living things, you can always get another country to recruit them for you, and work out a way to buy them. If you are in need of divisions, you're more or less out of luck. Recruiting more, once you ran out of manpower can also really hurt your economy. Just so you know.
On to the stats themselves...
This is the base template I have used for national stats.
Nation Name: Capitol
Political Status of the Nation
Government Type: Leader
Stability: 1-10
Economic Power: () /
Manpower: (+)[]
Army:
Army Experience: 1-10
Navy:
Navy Experience: 1-10
Air Force:
Air Force Experience: 1-10
Nation Name: Capitol
Self-explanitory.
Political Status of the Nation
If a nation is a dominion, a protectorate, or something else special, I mention it here.
Government Type: Leader
The type of government you have, and who the Head of State is. This can be changed if you want, or especially if your people want, through reform, or violent revolution. Be careful with how you do it though!
Stability: 1-10
How stable is your nation currently? If you are on the verge of a civil war or revolution, your stability number will be below 5. If your people are happy, or just terrified of the thought of revolt, you'll be higher than 5. 5 is just that grey zone.
Economic Power: () /
How much money your nation has to spend each turn. If there is a number in parethesis, that's your bank, or stored money, which can be used whenever is convenient for you. If you have a slash after your economic total, that's so you know how much of your total money is from your colonies. So if your economic stats read (5)50/10, that means you have 5 EP in the bank, 50 EP each turn, and 10 of that 50 EP is from your colonies. Economies can be grown through domestic investment, annexing new territories, or even just luck! Though, keep in mind you can lose money through many of the same means.
Manpower: (+-)[]
Is a sum of your population and industry available to your nation. Immigration, better medical technologies and general improvements will increase either your complete total, or your yearly increase. The initial number you see if your total manpower available. The number in parenthesis with a plus (or in some bad cases, a -) is your yearly increase. The numbers in brackets, if you have any, are the total population of your colonies, which have been kept seperate from your overall national population.
Army:
Army Experience: 1-10
Navy:
Navy Experience: 1-10
Air Force:
Air Force Experience: 1-10
The units of your army, navy and air force will be represented here. If you have colonies, these aren't your total units, as units garrisoned in colonies will not be represented here, but on the colonial stats themselves. When you recruit a unit, they are instantly 'created', arcade style, and can be used in your orders for the turn you recruit them. The experience statistic is based off of how much fighting your soldiers have been doing, and how well they're doing in it. Just because you're in a war, doesn't mean your soldiers are getting more experience, for statistical purposes. After all, if your army runs away at every opportunity possible, it shouldn't be beneficial for you!
UU's, and Tech
Part of the fun in the previous SMW was a players ability to customize their own military with their own desgins. Designing Unique Units, or UU's, will be easy in this NES. Similar to Capto Iugulum (for those of you familiar with it), UU's have a series of different stats, with point values after it. Each point for a design costs 25 EP, though prices can be less, depending on technology you may get, or bonuses from the update. You can co-develop UU's with other nations, rework existing designs (though each point costs 50 EP, instead of 25. I also reserve the right to refuse this, depending on if players figure out a way to "game" the system. Infantry Units will cost 100 EP for a design, and each nation is only allowed to use 1 Infantry unit design at a time.
I will not be using a tech tree in this NES, as long as possible. Tech trees can be gamed by players, and generally (seem) to cause more problems than they are worth. Tech isn't the focus of this NES by any stretch, and should develop along similar lines as tech in real life. That being said, you "get technology" by developing new UUs, or embarking on brave new research projects. Technology also gets dispersed among all nations over a period of time, so if you find yourself technologically irrelevent, don't fret, as it's probably just a temporary set back.
Mobilization
Any nation has the ability to mobilize at any given time. In the NES, mobilization is the representation of your nations resources, industry and overall manpower being used towards the construction of military hardware and units to the fullest extent possible. The benefits of mobilization include getting twice as many units that you paid for, increased stability (everyone wants to lend a hand with the war effort, so long as it's a popular war!) along with a slight increase in both EP and MP. A mobilized nation should be able to outproduce non-mobilized nations easily, but being mobilized isn't exactly a good thing either. It severely limits the amount of money and industry being used on other non-military related activities (for this NES's purposes, most domestic projects not directly related to your war are going to be stalled, stopped or completely shutdown), and if used innapropriately, could hamper your economy in the post-war world. I would recommend against mobilizing unless it's absolutely necessary- see how far you can manage to go, without commiting the entirety of your nation's resources towards winning the war!
Disbanding
A nation can disband, or scuttle it's military at whim. It will receive 1/2 the total EP cost of the units, and 1/2 the total Manpower cost of the units back.
Generic Unit Pricings UU's can become generic after mass distribution. Units like these will be in Italics.
Infantry Brigade: 5 EP and 5 manpower, for 1 Brigade
Destroyer: 5 EP and 1 Manpower, for 1 ship.
Cruiser: 15 EP and 1 Manpower for 1 Ship
Dreadnought: 40 EP and 5 Manpower for 1 ship.
Submarines: 10 EP and 1 Manpower for 1 ship.
Zeppelin: 5 EP and 1 Manpower for 1 Zeppelin
Fighter Squadron: 10 EP and 1 Manpower for 1 Squadron
Xiaolong H-I Bomber Squadron: 15 EP and 1 Manpower for 1 Squadron
Warkers Mod I: 15 EP and 1 Manpower for 1 Brigade