Turn 7 (Late 1939) orders due Wednesday, September 25 Link to video. Introduction This NES is set in the world of The Bonaparte Legacy, an alternate history mod for the game Darkest Hour. The premise is that a diplomatic incident led to Napoleon III's Second French Empire to intervene on behalf of the Confederacy in the American Civil War. The CSA not only won the ACW, but the French Empire survived as well. Seven decades and one world war later, this world is unrecognizable but strangely familiar. A brief timeline of events can be found in the thread at Paradox Plaza in the link above; a short background for each playable nation at the start of the NES can be found in posts #2 and #3 of the pre-thread. The Rules Well, first of all, here are some sample stats: Belgium/Player Capital: Brussels Constitutional Monarchy: Leopold III/Paul Van Zeeland/Labor Party (Social Democrat) Next Election: Dissent: 15% Economy: 65-16/0: Demobilized Research: Infantry (60), Armor (10), Navy (25), Air (20) Army: 30 Infantry III Brigades, 5 Mounted Brigades, 5 Motorized I Brigades, 10 Artillery II Brigades -Belgian Congo: 5 Infantry III Brigades Navy: 4 Destroyers, 1 Light Cruiser Air Force: 2 Fighter I Wings Colonies: -Belgian Congo: +8 EP/20% The NES will start on July 1, 1936, and each turn will cover 6 months. (Trust me, there are reasons for the odd start date) Turns that cover July-December of a year will be referred to as Late 19XX for simplicity’s sake, and turns that cover January-June are Early 19XX. So the first turn is Late 1936, the second Early 1937, and so on. Politics: The identity of the people (or person) who actually run the upper echelons of your government is particularly important, since this can determine quite a few things. Listed in the stats is your government type, which can be anything from the most open of democracies to the most tyrannical of dictatorships, and the monarch, head of government, and/or ruling party and ideology, depending on which is applicable to your government. The ideologies that can appear in this NES are: Communist (the more authoritarian Soviet-style leftism), Socialist (the more democratic Yankee-style leftism), Social Democrat, Liberal, Moderate, Conservative, and Fascist. Communists and fascists are most likely to be found in dictatorships based on ideology, while the others are usually found as political parties in more moderate governments. Democratic governments have periodic elections; the turn of the next scheduled one will be marked under “Next Election.” Of course, a situation may arise that forces an off-schedule election to occur, such as the collapse of an existing government. This is more common in parliamentary republics. Although I will handle election results, you are more than welcome to name and describe the political parties and their leaders. If not, I'll just use the above ideologies as default names and a historical leader (or a random name if I can't find a suitable historical figure) The last stat in this section is Dissent. Dissent is measured by a percentage, from 0 to 100. This measures the overall resistance that your government faces, both from the people and from the opposition. Alternatively, it can be seen as the percentage of your people who are willing to take violent action against your government. The higher your dissent is, the harder it will be for your government to do stuff. If it is higher than 25%, then there is the chance of a rebellion. If dissent hits 100% at any time, then your government will collapse completely and your country will likely fall into chaos and lawlessness. So beware. Economy: Your economy in this game is less a representation of government income or actual GDP and more a representation of industrial capacity and production capablity. Economy is measured in Economic Points, or EPs. There are three numbers in your economic stat. The first is your income per turn, in EPs. This number will rise or fall each turn for each country, dependent on a lot of factors. The second is the amount that you must pay for military upkeep. In peacetime, you must pay 1 EP for every 5 military units that you have (rounded up). Failure to pay this military upkeep will result in very bad things happening. You have been warned. The third, after the slash, is the amount of EPs you currently have banked. You can spend your free EPs on anything that you can imagine, really, from buying military units to funding public works projects. However, you cannot spend fractions of EP, and you cannot start deficit spending. In times of war, you can mobilize your economy. This has the effect of halving your military upkeep, that is, you now pay 1 EP for every 10 units instead of every 5. In addition, you can only spend EPs on military-related items or research. You are now able to build Militia Brigades as well. But beware: mobilizing your economy will cause a rise in dissent, especially if your people believe that there is no good justification for it. Military: Research: Research in this game represents military research funded by the government in some form or another. The fields you can put EP into are: Army, Armor, Navy, Air, Rocketry, and Nuclear. Placing more EP into a particular field allows the construction of more advanced and better equipped units. The number next to each field shows the number of research invested into that field; it increases by 1 for every 2 EP. (Don’t worry, most countries already have a significant amount invested in research at game start.) Do note that Rocketry and Nuclear research is classified and will be for the most part be handled privately (that is, it will not show up in the stats) Most possible unit types have different tiers; this is to attempt to simulate differences in quality within a given military. Investing more EP in a certain field will unlock higher tiered units. You can upgrade units in the same category from one tier to the next by simply paying half the price you would regularly pay. However, a country that invests in a specific field will have an edge in that field over a country that does not. I’m going to stress that keeping your military up to date is expensive. Only the wealthiest of countries can afford to keep a large and modern military. Smaller countries in particular may find it more effective to maintain a small fighting force with modern equipment instead of a larger but more obsolete one. Military Positioning and Orders: The Army, Navy, and Air Force stats denote the number and type of units stationed at home. Military units in each branch that are not currently stationed in the homeland (for example, colonial garrisons or expeditionary forces) are listed separately under each header, with each location and the units stationed there. When issuing orders, keep a few things in mind. First off, every country has competent generals/admirals/air marshals who are trained and experienced in taking over where your orders leave off. In addition, your military orders are not always going to completely be followed to a T. They'll be carried out as closely as humanly possible, but situations change and operations may be intercepted or disrupted by the enemy. Lastly, if your military is being sent out on extended operations, it may be worth dishing out a few extra EPs on supplies, logistics, etc. Military Units: Army Units: Spoiler : Militia Brigade: 1 EP. Requires mobilizing economy. Infantry Brigade: 4 EP -Infantry I: none -Infantry II: 20 Army -Infantry III: 40 Army -Infantry IV: 60 Army -Infantry V: 100 Army -Infantry VI: 140 Army Special Forces Brigades: -Mountain Brigade: 8 EP, mountains in country -Jungle Brigade: 8 EP, jungle in country -Arctic Brigade: 8 EP, tundra in country -Desert Brigade: 8 EP, desert in country -Marine Brigade: 10 EP, a navy -Airborne Brigade: 10 EP, an air force Mounted Brigade: 10 EP Artillery Brigade: 8 EP -Artillery I: 30 Army -Artillery II: 50 Army -Artillery III: 80 Army -Artillery IV: 120 Army Motorized Brigade: 10 EP -Motorized I: 50 Army, 10 Armor -Motorized II: 80 Army, 40 Armor -Motorized III: 120 Army, 70 Armor Light Tank Brigade: 12 EP -Light Tank I: 10 Armor -Light Tank II: 40 Armor Medium Tank Brigade: 18 EP -Medium Tank I: 20 Armor -Medium Tank II: 50 Armor Heavy Tank Brigade: 24 EP -Heavy Tank I: 30 Armor -Heavy Tank II: 60 Armor Navy Units: Spoiler : Destroyer: 5 EP, 0 Navy Submarine: 5 EP, 10 Navy Light Cruiser: 10 EP, 10 Navy Heavy Cruiser: 15 EP, 20 Navy Battleship: 20 EP, 30 Navy Carrier: 30 EP. -Carrier I: 50 Navy. -Carrier II: 75 Navy. Superbattleship: 50 EP, 100 Navy Air Force Units: Spoiler : Fighter Wing: 6 EP. -Fighter I: 10 Air -Fighter II: 50 Air Bomber Wing: 12 EP -Bomber I: 20 Air -Bomber II: 70 Air Interceptor Wing: 8 EP -Interceptor I: 20 Air -Interceptor II: 70 Air CAS Wing: 10 EP, 30 Air Fighter-Bomber Wing: 10 EP, 50 Air Heavy Bomber Wing: 16 EP, 100 Air Jet Fighter Wing: (Classified) Other: Spoiler : Cruise Missile: (Classified) Nuclear Warhead: (Classified) In addition, you are allowed to buy and sell units - even infantry units, which would represent training and the sale of arms - to and from other countries. The prices for that are set by the buyers and sellers and are not fixed. There is no research requirement for this, and for smaller countries this may be a cheaper way to obtain better armed forces. Colonies: Colonialism is certainly not a focus of this NES. Indeed, the age of imperialism is nearing an end, if it is not already in its twilight. However, a number of countries still possess territories overseas, for various reasons. Under the “Colonies” header is marked each of those possessions that your country has. Each colony has two numbers. The first is that colony’s contribution to your economy, in EPs. The second is the local dissent in that colony. Obviously, if this gets too high, you may start to see unrest or even rebellion. Projects: The final section in everyone's stats, projects are sort of the equivalent of wonders in the Civilization games. However, they are not just limited to that! While projects can be large structures, they can also (especially in this time period) be great public works projects, military fortifications, or even large government programs. If you have something in mind, contact me, and I'll give you an approximate price and effects. Orders, Updates, and Other Mod-Related Stuff Orders should be sent by PM. I’d prefer if you limited them to as few PMs as humanly possible; my rather limited inbox space tends to fill up very quickly. I will delete all orders for a turn after that turn’s update is posted, so if you have any grievances about what happened please resend. Most importantly, orders should be on time; without them, I can’t update. If, 24 hours before the deadline, you have yet to send me orders, I’ll shoot you a reminder as a visitor message. If you don’t like VMs, or if you get annoyed by this system, just let me know and I won’t send them to you. I found that this worked with SKNES I, so I’m doing it again. I try to be a fairly relaxed mod when it comes to deadlines; I understand that everyone has time constraints and lives outside this forum, and I’ll still read orders sent in the immediate hours after the deadline and in most cases give deadline extensions to players that ask for them. I want to aim for regular weekly updates. However, this may not be possible due to some RL things, so I’ll see what happens. From when I start working on the update to when it is posted can be anywhere between 24 and 72 hours, depending on how much is going on in the update and how much RL stuff I have at that particular time. My AIM is southern_king, I’ll try to be on as much as possible if you wish to stop by and ask me questions or simply chat. I don’t usually like using IRC, but if the need comes it is a viable option.