Sons of Mars III - Trollish Echidnas Not Included

Tani Coyote

Son of Huehuecoyotl
Joined
May 28, 2007
Messages
15,191
Map

I will use the traditional map from the first Sons of Mars, except the provinces in North America and China have swollen enormously to bring them more on par with Europe.

To truly emphasise soft power, players will begin as 25-province juggernauts, with rival NPCs at tiers of 20, 15, 10, 5, or 1 provinces. Players are in essence the major powers, but will have to work hard to be true superpowers.

Starting Out and Expansion

As a human, claim 25 provinces, wherever you wish, but they must be contiguous via land/coastline, and not have a ridiculous shape. Build your capital wherever you please(or I will autoplace it where it would be most appropriate).

For your nation's character, have whatever you want. Chaos demigods, radioactive flying monkeys with lasers for eyes, zombies, etc. Just know you will ALWAYS be accountable to the RNG Gods. Also remember the community can pretty much ka-pow you, so let that regulate your behavior.

Every 5 cities, you will get a "fort," which is just a province where your roll is increased 50% to represent strategic chokepoints. You can choose where you want it, or I will autoplace it where I think it would do best.

You can move forts as you expand, but there's one catch - due to them being newly-built, you forfeit the fort's protections for that turn.

Forts overlap a la towers in the Great Wall of China. You can have ONE province between forts, and that will force enemy troops to funnel through the forts. Provinces must be between forts, or the fort and the coast, to be granted this bonus.

--

All provinces cost 1 XP to claim regardless of size or location(so claim all over the world if you so desire, just make it coastal!), and you get 5 XP each turn that cannot be banked or traded.

Logically, you cannot claim halfway across the world's oceans if you do not have a port. Sorry, no airport-based colonies.

You cannot claim while at war.

NPCs do not expand! They can only gain land through gifts/conquests, and conquest is only initiated if the NPC in particular has a reason and is aggressive. New NPCs join from time to time, either from old nations breaking up, or to increase flavor. Regions that are neglected will quickly spawn NPCs.

The goal, after all, is not mindless conquest.

New players start with 25 + 5x provinces, where x is the turn number. Join on turn 2, and you get 35 provinces(including the claims for that turn).

As a disclaimer, any complexities you see here should not be worried about. Ask me if you have any questions, of course, and I may even give you advice!

Economics

Spoiler :
All provinces give 1 gpt, of course.

Every state gets an "Industry" rating in the tech columns. It seems like the traditional Infra/Economics tech, but it's not. It is a dynamic value that grows naturally each turn. Whatever your Industry is added/subtracted to your income. So, Industry 10 gives +10% income, Industry 20 gives +20%, etc. Woe unto the nation with a negative Industry rating! Likewise, Industry -10% would mean you only collect 90% of what you otherwise would.

Industry cannot go below a value of 1.00 except with bio weapons.

Industry is, like real economics, primarily random and outside your control. Every country's initial rating is their starting provinces, so humans begin at Industry 25, giving them a huge advantage. (25 * 1.25 = ~31, whereas 20 * 1.2 = 24, so +7 income from the start over NPCs).

Now, the fun part. You can increase it manually, but will cost you - for every 10% of your base income you put towards it, you increase it by 1. So, by donating 100% of your income for 10 turns, you get 100% Industry by the end of the 10th turn.

It also grows naturally, at a rate of 5% per turn, rounded. So, within 29 turns, it will naturally be at 100.

So, with a little investment here and a little growth there, all will be good, right?

Wrong. Random events also take their toll.

-War, depending on what you're hit with. Obviously, a war around the world (see America's overseas interventions) won't do much damage, but one on your home soil (see World War II) will tear you apart depending on back and forth warfare. Every five provinces you lose, regardless of if you retake them, drops your Economy by 1.

-Embargos. Has a one-time penalty of 1 to both the giver and receiver.

-Natural disasters. Severity will take 1-5 from your Industry. 1/20 of the nations are hit by this every turn.

-Natural boom/bust cycles. You can gain anywhere from -2% to 2% per turn; only 1/20 of the nations are hit by this every turn.

-Scientific breakthroughs. Innovations such as better power sources or transportation stimulate your economy, with you gaining +10 Industry, every neighbor +5 Industry, and everyone else +1 Industry. It's up to you what the breakthrough is. Scientific breakthroughs only happen once every 5 turns, starting with the first update. This allows economically powerful nations to form early on, but not so much they dominate.

-Resource discoveries. A new deposit of a material can give you anywhere from +1 to +5 Industry. These events hit every turn to 1/20 of the nations(so if there were 100 nations, there'd be 5 incidents)

-Biological weapons. See bioweapons.

So, feel free to increase it by 10 using all your income, but know that events could easily erase it, or even worse, drag you down.

Furthermore, there are international boom/bust cycles, which few can escape(even if some may not feel much). Consider that developed economies have the most to lose in recessions! A global boom/bust cycle will hit all nations with anywhere from -10% to +10% Industry. The cycle hits every 5 turns.

Even if everything was fine and dandy, you have the fact that while you focus on building an economy, neglecting other areas won't do you good. Build up a huge treasure but no vault and guards to protect it, however, and you'll be in trouble.

That in mind...


Military and War

Spoiler :
I suggest you PM me for advice regarding battles and war before you launch them. Don't get mad when your strategy DOESN'T work - I calculate based on rolls, and will tell you if things are against you. You have been warned.

If you're lucky, maybe I'll even suggest the best way to puncture your foe's military arteries.

Units are pooled regionally. That is, one pool of units can deploy anywhere in a territory of yours that is contiguous. If you deploy 10 units in your European area and 20 in your Asian area for instance, they are confined to those areas unless you transport them. You can see the pool on the map.

Army, air, and naval units all cost 5 gold. HOWEVER, bear in mind that they can only be recruited at forts/your capital. As such, it is highly suggested you have a fort in every region you own overseas/separated from your capital region, so that region can provide for its own defense without your naval power.

The system of military tech will return, with RNG being 1-10.

There are 10 Army techs, each costing 25x, with x being the level(exampke: Army 10 costs 250 gold). If you have an advantage in army tech, that is added onto your roll. Likewise, if the defender has an advantage, they get that.

There is no longer any maintenance feature for simplicity. Let your own big spending be your end.

-- Army

Spoiler :
Ties are always won by the defender.

City-states and capitals have their roll doubled to represent urban warfare. Attack at your own risk.

Attacks can be stacked, but this will use up all attackers' moves. Stacking attacks adds +10% to the roll, up to a max of five.

So, if you have 5 armies attack 1 army all at once, and roll a 5 to their 7, it looks like you would lose, but you actually roll 7.5 once the bonus is applied. If they were a city-state, however, they would actually roll a 14, and annihilate all 5 of your troops!

Armies can defend themselves against aircraft fire, with a 20% chance of shooting attackers down.


-- Navy

Spoiler :
Navies are simple. There are a few ocean zones to keep a navy from popping up on the other side of the world instantly. Navies can move 1 water tile by default, but every 2 Army techs ups this by 1. So, Army 10 means your navies can move 6 water tiles.

They operate on the same rules as armies when attacking eachother. Navies can also bombard the land and have a 20% chance of destroying planes that attack them.

So, 5 navies against 1 navy. Roll a 5 to their 7. Just like in the land battle, you actually roll 7.5 thanks to bonuses and so, win.

5 navies can bombard a single coastal province and guarantee the destruction of an army there, but use up their offensive move.

Navies can blockade ports. One navy per coastal province, so, easy enough. When all ports are cut, the country can no longer trade via the sea.

Navies can transport an unlimited number of troops, but if destroyed, all the troops on board die. If you have 2 ships transporting 5 troops, 3 will die if one is sunk. (2.5 rounded is 3)


-- Air Force

Spoiler :
Air forces are simple as well. They are based wherever, and can go anywhere in the world at the cost of their move. They can attack 10x pixels away from their province's border, with x being your army tech. So, a plane of a Mil Tech 10 nation can bomb 100 pixels away from their base province's border.

Air forces intercept other air forces with the same mechanics as navy on navy or army on army combat. 5 planes against 5 planes. 5 to the left, 7 to the right. In this circumstance, bonuses obviously aren't applied since they're pointless, and the first five planes are destroyed.

Planes have a 20% chance of destroying any army or navy they attack. Navies have a 10% chance of shooting down planes. Armies have a 20% chance of shooting down planes, provided they are in a fort or "wall" province.

Stacking 5 planes against a target guarantees a hit, but each plane has a 10% chance of being shot down.


-- Ballistics

Spoiler :
Ah, the ultimate weapons - there are three kinds, biological, chemical and province-busters. However, most require a weapons program to unlock - anything above the starting weapon requires an extra investment.

A weapons program is easy. You simply start one(whether public(you tell everyone) or private(you don't)) and put however much money you want into it. Every unit of gold you put into it, there's that chance of that weapon being unlocked. Keep in mind there are Army tech qualifications for some weapons, so you need that army tech as well as a successful RnD.

The gold stays constant, but will be depleted back to 0 upon development. So, if you put 20 gold into Small PBs, you will have a 20% chance for every turn after that until you discover it. Once discovered, that research project is over and the gold is depleted.

Weapons programs can be started at any time, but the weapons themselves must be available to begin with - i.e. you must have the prerequisite Army Tech.

Note - You can lend Province-Busters to unconventional(read: terrorist) groups around the world, with a 10% risk of discovery. They still follow the same rules, however. Discovery causes nasty things, obviously.

Province Busters

Spoiler :
Province-busters are devastating weapons, with costs to be determined based on the economic state at their unlocking. They will be expensive at first, but become cheaper as more access the technology. Every missile has a chance of being intercepted, decreasing by 5% at each interval, so mega PBs only have a 5% chance, compared to tiny PBs' 25%.

Lv. I(Tiny) PBs are cheap and destroy only one province. Good for punitive measures. Auto-unlocked at Army 2.

Lv. II(Small) PBs destroy two provinces, and have a 25% chance of destroying a third. Requires Army 3.

Lv. III (Medium) PBs destroy three provinces, and have a 50% chance of destroying a fourth and fifth. Requires Army 4.

Lv. IV (Large) PBs destroy four provinces, and have a 75% chance of destroying a fourth, fifth, and seventh. Requires Army 6.

Lv. V (Mega) PBs are godly, destroying five provinces and having a 90% chance of destroying five more! Requires Army 8.

PBs' chance of interception will likely increase as nations develop SDI. In the meantime, they are TERRIFYING weapons of war, having more lethality than nukes but none of the radioactivity. Perfect for clearing real estate, capable of destroying entire NATIONS with the push of a button.

Strategy - Province-busters are good for destroying a nation entirely. Enough of them is a one-turn kill. The best defense against province-busters, barring SDI, is simply building your own arsenal as a deterrent. Furthermore, due to the "sabotage Province Buster" spy action determining its victim at random, it is suggested you keep an arsenal of small PBs to balance things out.


Biological

Spoiler :
Bio weapons target the population, and so hurt Industry points.

Lv. I(Tiny) BWs are cheap and destroy 5% of an economy. Auto-unlocked at Army 2.

Lv. II(Small) BWs destroy 5-10% of an economy. Requires Army 3.

Lv. III (Medium) BWs destroy 5-15% of an economy. Requires Army 4.

Lv. IV (Large) BWs destroy 5-20% of an economy. Requires Army 6.

Lv. V (Mega) BWs destroy 5-25% of an economy! Requires Army 8.

Bioweapons have no intercept chance, but do have a fail rate, starting at 25% from Tiny and dropping 5% each level to only a 5% chance fail rate with Mega. There's also a 10% chance of being discovered deploying one. A fail rate means it isn't strong enough to infect the population, thus negating the damage.

HOWEVER, they can backfire on you. When a bioweapon goes off, there's a separate chance the disease will spread to any country that touches the target or trades with it, including yours. This chance is the max damage of the bioweapon, so a Mega Bioweapon has a 25% percent chance of spreading to any neighboring country. If it spreads, you get a rate calculated for you based on its damage, so if a Mega bioweapon spreads to your territory, you stand to lose 5-25% of your economy.

So, in order:

-Discovery roll(10% chance)
-Success roll in target nation(5-25%)
-Damage roll(How much of the economy is torn apart)

-Infection roll(5-25%, depending on the size of the weapon)
-Damage done(same as the original superweapon)

-Continues to spread from each infected nation, up to a max of 5 with T5 weapons.

Each infected nation can infect its neighbors, in an exponential effect. T1 weapons can go one country away from the origin, T2 can go two countries away, etc. So a T5 weapon can very easily infect the entire planet. Multiple weapons can be stacked against a country, but as the rate compounds, returns diminish after the first weapon usually.

Strategy - Bioweapons hurt an economy and can be deployed against a foe even in peace due to their difficulty to track. Be warned, however, the implications of a backfire could be catastrophic. Indeed, if you are discovered, NPCs will soon get word and put you in diplomatic isolation. Use of larger bioweapons will merit instant war, as large bioweapons could destroy humanity.


Chemical

Spoiler :
Chemical weapons target troops.

Lv. I(Tiny) CWs are cheap and destroy one army. Auto-unlocked at Army 2.

Lv. II(Small) CWs destroy two armies, and have a 25% chance of destroying a third. Requires Army 3.

Lv. III (Medium) CWs destroy three armies, and have a 50% chance of destroying a fourth and fifth. Requires Army 4.

Lv. IV (Large) CWs destroy four armies, and have a 75% chance of destroying a fourth, fifth, and seventh. Requires Army 6.

Lv. V (Mega) CWs are powerful, destroying five armies and having a 90% chance of destroying five more! Requires Army 8.

Chemical weapons have a 30-5x chance of being intercepted if fired at a bordering nation, with x being the level of weapon. So, Lv. V only have a 5% chance of being intercepted, vs. Lv. 1's 25%.

If fired at a non-bordering nation, it's 25% chance of being intercepted across the board.

Landing a successful hit will kill the number of armies specified, with additional casualties calculated separately.

Strategy - if the war will be protracted, purging your enemy's armies will let you seize his provinces more easily. This is useful because if you were to destroy them with province-busters, you'd have to wait until the war was over to claim empty provinces.


SDI

SDI, the Strategic Defense Initiative, raises the chance of province-buster interception by 1% for every 50 gold invested(sounds like a lot, but trade, trade, trade!). While wealthy nations could undertake this alone, it is highly suggested you work with other nations. Nations are free to pool SDI research with as many nations as they wish, thus eliminating an entire class of weapons. Your SDI progress will be kept track of on a separate page, and will be given to you upon request.


Black Ops

Spoiler :
Also known as espionage, it's simple and straightforward. You get one against each opponent per turn. Success/Secrecy rates are next to eachother. Success is obvious, Secrecy means you weren't discovered.

-Incite revolt - 20/80; creates anywhere from 1-10 revolts in the enemy nation. Being professionally armed, these rebels automatically kill the defenders of the provinces. If the rebels take over the state(conquer half of it and the capital), they will be loyal to you.
-Increase Discontent - 10/90 - Increases instability by 1
-Sabotage PB - 20/50; dangerous, but disarms a random PB of your foe.
-Disable SDI - 25/25; your most skilled agents disarm their SDI network, removing any bonuses against you. Fire away! If it is a shared SDI network, it also disables their allies'. So, a global SDI network = a chance to disarm the entire world for one turn!


Revolts

Spoiler :
The top powers will, for the most part, not have to worry about revolts barring espionage.

A instability measure is present next to any nation. It ranks from 0-20. 0 is peaceful and hippietastic. 20 is a hellhole. Note: LOWER = BETTER

Major powers and city-states start at instability 0. All other states get theirs randomly assigned for fun! :goodjob: Every level away from 0 adds 5% to RR. The higher your RR, the more provinces will attempt to break away - if an RR of 10 is triggered, 10% of your empire will try to break away.

These armies must defeat the armies already present in combat to win the province, so even large revolts aren't automatically a death sentence.

Instability is mostly changed by actions, but it's impacted by many things:

-Unjustified wars of aggression raise it by 1.
-Being totally blockaded raises it by 1 per turn. Either kick those enemies out or cave in to their demands.
-Random events(recession, disaster) sometimes will make it raise by 1.
-Your capital falling raises it by 3.
-Losing provinces in war raises it by 1 for every 5 lost
-Every 5 provinces claimed/annexed raises it by 1; this is normally taken care of by being at peace.

-Defensive wars create a rally around the flag, and lower it by 4 if it wasn't provoked, 2 if provoked(spy action, harsh rhetoric).
-Being victorious in a war lowers it by 1. Wars of aggression, provided they bring territory or clients, lower it by 3.
-Every 5 provinces occupied in a war lower it by 1(meaning the war is going well)
-Every turn you're unified(no revolts) and at peace, it lowers by 1.
-Random events will sometimes lower it(economic boom, scientific breakthrough) by 1.
-Reclaiming a lost capital lowers it by 3.
-Lifting a total blockade lowers it by 1.

As you can see, most of these are temporary and the instability can be lowered again through sufficient counteraction.


Diplomacy

Spoiler :
Meat and potatoes.

You have an invisible reputation with each nation. It's easy to guess how you stand - being of the same faith is good, different faiths bad, good relations in the past help, etc.

Casus belli are not required for war. However, going to war without one hits your stability(raising instability by 1), makes NPCs less happy with you, and may even prompt some NPCs to fight alongside them. Wars that are justified are:

-Brought about by defensive alliances(i.e. a fellow member is attacked)
-In response to a failed espionage action
-The result of serious national tensions. Ask the GM if your tensions are serious or not before using this. Some insults probably isn't good enough, but combined with funding for your insurgencies or something, probably is.
-You can attack an ally who deserted you, provided the alliance was public

Usage of province-busters will quickly alienate NPCs, especially if the intent is genocide rather than a quick end to conflict.

Bioweapons will alienate NPCs, as will chemical(unless they too use chemical weapons), but large bioweapons will result in a declaration of war instantly, due to their potential to kill humans everywhere.

NPCs that don't like you that much and are close by will probably step in on the side of the defender. So, keep your brib- er, gifts, coming.

Trade - You can trade with any amount of nations, and you reap 50% of the total income between you, so the average(if you bring in 50 income, they bring in 30, the trade value is 80, so you each bring home 40 from the deal). You can cancel/sign as many as you want per turn, but you can only have a max of x agreements, where x is the turn number. Cancelling one will make the other nation unhappy, obviously. PLAN ACCORDINGLY.

Alliances - Defensive or offensive, sign them with whoever. Large alliances however, will find themselves prone to events that make them rupture/weaken. What this means is NPCs may undergo political shifts, or I may give nations in the alliance priority for being a victim of disasters/recessions.

Stationing - You can devote your armies to overseas causes, whether putting down revolts in other nations, or helping protect territory. There's a lot of flexibility with what your troops will do. Note that assisting another nation in defending itself is NOT a declaration of war on your part, whereas using those troops to conquer territory IS.

Sanctions/Embargos - An embargo drops both states' Industry by 1, but more importantly, means that the states cannot use eachother's land routes to trade.

Concepts such as faith/ethnicity technically aren't hardcoded, but can affect relations. Go nuts with religion and race and whatnot. Every NPC is given its qualities at random, so whereas a secular Islamic nation won't judge you too much on your faith choices, a radical Hindu one will. Similarly, a rabid Communist state isn't gonna like you very much if you're capitalist, and so on. Use logic to understand who your policies don't go well with.
 


World map get. Select 25 provinces. They can be anywhere. Mark one province as your capital, and 5 provinces as "forts," please, or else I will auto-assign them.

Use this template for your nations, if you'd be so kind:

Nation Name -

Color -

Government - Detail your political setup. Make it as complex or simple as you want.

Laws - Detail things such as what's illegal/legal, how your welfar system works, etc.

Economy - Detail what your economy is based on and its overall status.

Culture - Detail your people's religion(if any), any values/beliefs they have, what ethnicities they are, etc.

History - If you can think of anything.

Automation Policy - If you are absent at time of update, do I PM you, or just allocate your orders as I see best?

Do not give orders; this is just the sign up phase. :)
 


We need no stinking Byzantium or Greece!

Nation Name - Nova Imperium Roma

Color - Maroonish Red

Government - The government is based on the ancient republic, but with changes made to represent the changes in modern time. The franchise is open to all citizens of Roma, regardless of gender or wealth. There is 100 senators at each time. A term is 4 years, and 25 seats are up for grab every year. This is to make the senate reflect the people's wishes as much as possible. There are also two consuls in Rome like in old. One is directly voted by the people, and the other by the senate. Consulship is 2 years. Finally, there is a Emperor, called Caesar. (Currently, Emperor Trajan Augustus Caesar). The Emperor has no political role, but instead serves as the figurehead of the Empire.

Laws - Maybe

Economy - It is based on the gold standard. In fact, there is no paper money at all. The main form of currency is the denarii, but other coins are produced as well.

Culture - Later When

History - I have time

Automation Policy - PM. And when I say I can't make it, and you promise to halt, next time actually halt. :p
 

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Spoiler :


Nation Name - The Angolan Commonwealth

Color - Red

Government - Elected Parliament, who elect the Prime Minister

Laws - Very similar to the US Constitution. Welfare is entirely state run and state-funded

Economy - Based on socialism. The economy is doing decently at the moment, declining slightly after a boom.

Culture - They worship in the Church of Atom.


Automation Policy - PM me.
 
Stinking Byzantium and Greece



Government - every citizen votes for their city's leaders. Towns have one leader, cities have a council of 12. All the leaders get together and vote for higher positions (First Citizen (basically a president), chief diplomat, generals, etc). Any citizen is eligible for any office.

Laws - Judges are appointed by the First Citizen and must be agreed upon by a 75% majority of all leaders. Citizens are anyone who has passed the citizen test (which is actually very difficult compared to other nations') or can be awarded for service to SBAG. Children of citizens become citizens when they come of age. Everyone, even non-citizens, are fairly free. Regular people who aren't citizens are usually referred to as plebians for some reason, but not in a negative way. Plebians can vote for half of their city council or their town's leader.

Economy - Silver and Gold standards for everyone! Mostly unregulated.

Culture - Dionysus!

History - Age of Mythology minus the mythology

Automation Policy - boom and turtle
 
5 points to whoever remembers.



Color - Purple

Government - "President" wields almost absolute control, he hasn't for re-election in over a decade, Supreme council can block anything the president passes (but rarely does).

Laws - People of Aryan decent have many rights, however, people who are not Aryan are cruelly mistreated by the Government (government keeps a chart of "race" with laws on which "races" can do what). Slavery has been re-instituted. non-whites face a variety of discrimination, no access to healthcare, no voting rights, no property rights, etc. However, currently, Aryans have most human rights, free speech, free Religion, (at least for now).

Economy - split evenly between government and private ownership, economy slowly growing after a long recession.

Culture - There has been an attempt to revive Viking culture, the president has been elevated to the level of a god, an estimated 21% follow the cult of Gustav, while 59% are irreligious, 11% are Protestant, 5% Muslim, 4% other.

History - 24 years ago, Lars Gustav won an election, however, seeing that Gustav was a Neo-Nazi Uber-racist terrorist, then-President Jan Jacobsen refused to give up power. Gustav's supporters overran Copenhagen, and forces loyal to Jacobsen fled to mainland Denmark, Norway, Iceland, Sweden, and Greenland, However, within one year they had been almost completely routed, and they fled even further into the Northern reaches of Scandinavia.

Gustav's Danish People's Party passed it's agenda, causing some reaction, especially to it's racist policies. There was rioting, vandalism, and talks of Revolution. As the Danish army dealt with this (through unorthodox methods), Jacobsen's forces stuck again, attacking Copenhagen itself, yet during the siege, Jacobsen died, assassinated by a former friend in return for power in the new government. Resistance towards Gustav's regime collapsed.

Gustav won the next 2 elections narrowly, but on his third reelection, he had his opponent jailed and proclaimed him and his followers to be "reactionary". No elections have been held since. Gustav tightened his grip on power. young children knew nothing of what life was like before Fascism, and believed it to be the best. The army has been greatly strengthened, and have bases and colonies in many places. The economy took a hit with the civil war, but is now recovering, the Danish people love Gustav, and have no thought of challenging him.
-more later.

Automation Policy - do whatever you think is best.
 
I'd like to place a reserve on Germany.

I'll post up stats and map later tonight once I return home from Accounting Class.
 
CivG's spot reserved...

CELTICEMPIRE, Sicily's already been occupied by the SPQR. I assumed you wanted a chokepoint in the Central Med, so I gave you Tripoli in its place. Is that okay?
 
Spoiler :


Nation Name - Union of Partitionania

Color - Pink

Government - A Union of Poland, Lithuania, and parts of Latvia. Each of the states elects their own leaders and then each of them go to a Council in Warsaw to figure out how to run the Union.

Laws - The citzens of the Union enjoy many freedoms, such as Freedom of Press, Religion, etc. Drugs are legalized, and it has been described as a world benchmark for Human rights.

Economy - Close to a Socialist Economy, but still retain some right wing influences.

Culture - Eastern European.

History - Enough is enough said the people of Partitionania. Tired of being trampled over by larger countries the countries of Latvia, Lithuania, and Poland got together to halt Military advance into their countries. They are very distrustful of Russians, Germans, commies and fascists because of the history of the area.

Automation Policy - PM.
 
Nation Name – 501st Legion

Color – Imperial Gray

Government – The 501st Legion is divided into regional garrisons, which are analogous to states. Regions with a high-population density are further subdivided into territories under the control of squads; these territories are analogous to counties. Low-population density areas under the control of the 501st are given outpost status, analogous to the territory status the United States used (ex, Utah territory, Louisiana Territory, ect.). Garrisons & Outposts are ruled by democratically elected Legion Commanders, with Squads being ruled by elected Squad Commanders. All policy decisions are made by the Moff Council; each garrison elects one representative to the Council. If the garrison is divided into squads, they are permitted to send one representative to the Council for every 6 squads in the garrison. Outposts cannot send representatives to the Council. Moffs are elected every six years, with no limit on how many times a Moff can be elected to serve on the council. Every four years, the Moff Council elects a Grand Moff. The Grand Moff serves as the supreme authority of the 501st Legion. Grand Moffs are restricted to a maximum of four terms. In times of crisis, the elections for Grand Moff are suspended until the crisis has abated. In order to serve as a Legion Commander, Squad Commander or Moff, you must have at least 8 years of military experience. In order to serve as a Grand Moff, you must have at least 12 years of Military Experience. Squad Commanders & Legion Commanders also serve as the highest military authority in their lands- unless the region’s Moff, or the Grand Moff, is present. The military authority of a Moff within his region supersedes that of any other authority, with the exception of the Grand Moff, who is the highest military authority anywhere in the 501st.

Laws – The laws are moderate. Given that the 501st is descended from the volunteer organization of the same name, social programs are given a high priority. Recreational drug use is prohibited. The justice system favors rehabilitation over punishment, though the highest risk, most notorious criminals are used for weapons & medical testing. The death penalty is illegal-with one exception: saying that Star Trek is better than Star Wars will get you a death by stoning.

Economy – The 501st Legion is a capitalist state. Free trade with friendly nations is common.

Culture – The 501st Legion are composed of die-hard Star Wars fans; the influence of the franchise is felt in every aspect of their culture. The 501st Legion aims to emulate the fictional Legion of the same name. As such, their culture heavily prizes discipline, bravery, loyalty, & ingenuity. Marksmanship, Firearm Maintenance, & Wilderness Survival courses are required to graduate school. They are immensely proud of their Imperial ‘heritage’ and are eternally seeking to better themselves, so that they may be worthy of the title ‘Vader’s Fist.’

History – The 501st Legion- a peaceful volunteer group- was forced to arm itself after the ineffectiveness of law enforcement in dealing with powerful gangs. Eventually, the volunteer & costuming group had been transformed from a peaceful fan organization into a cohesive fighting force. They ousted the gangs, summoned all members to western North America, & declared their own nation. Now, after years of the country being met with laughter & derision, they have finally achieved Great Power status, and are a force to be reckoned with.

Automation Policy – PM

Spoiler :
 
Nation Name - Second Republic of Germany




Color - Dark Green

Government - Federal Republic, Presidential System

Capital - Berlin

Laws - Moderate Laws. Similar to the modern U.S. Consitution.

Economy - Mixed Economy

Culture - The culture draws from it's predecessor, modern Germany. The religion composes of 30.0% Catholics and 29.9% Protestants, the constitution grants freedom of religion and the government is secular.

History - After an unknown calamity that turned the world upside down. The Germans took refuge into space and settled back to Earth after the dust has fallen from the apocolypse that has beseaged the world.

Automation Policy - PM or VM me!

 


Nation Name:
Formal: The Greater Japanese Empire Informal: Japan

Government:
Absolute Monarchy, with a constitution, an Emperor and a Bicameral Congress (Imperial Diet of Japan.)
Upper House: House of Peers Members:
- Crown Prince (aged 18 or older)
- All Imperial Princes and lesser Princes of the Imperial Blood over the age of 20.
- 150 representatives elected from the ranks of counts, viscounts, and barons over the age of 25 (For 7 year terms)
- 50 additional members nominated by the Emperor
- 66 elected representatives of the 6,000 highest taxpayers, for seven year terms.
Total Members: 347

Lower House: House of Representatives
- Japanese nationals aged 20 years and older may vote.
- Japanese nationals aged 25 years and older may run for office in the lower house.
Total Members: 500

The Emperor:
Is given Absolute authority and is designated as the Commander in Chief of the Navy, air and Armed Forces of Japan.

Laws:
The Constitution of Japan is the official law book of all governmental activities it guarantees freedom of religion, movement, thought, and press.
Capital Punishment is legal in Japan for all Murders. The Emperor may pardon someone if he so chooses to do so.

Economy
A mixed Capitalistic System, highly industrialized and focusing on technology and the construction of cars/computer chips/etc. Imports a vast amount of its resources though.

Culture
Shintoism is the official state religion though Freedom of Religion is protected by the Constitution of Japan.

History:
After the failure of the Republic of Japan the Emperor initiated a coup and reformed the Empire of Japan under the guidelines of the Meiji Constitution which was written in 1885.

Automation
PM me plz.

Foreign affairs
No Official Treaties yet.
Japan's policy is to further peace in the Pacific and Asian Regions. Is reluctant to join an entangling alliance unless it serves to the utmost Japan's interests. Japan is eager to being trading with other nations and see peace reign supreme throughout the world! (yeah not gonna happen)
 
Persia... More to be edited in.
Nation Name - Persia

Color - Light Blue

Government - An Imperial Zoroastrian Government. It is led by a monarch.

Laws - Due to the Islamic majority, women don't have rights. They are basically slaves((I don't like this, but the groups in that area generally do that))
Religious wars have occurred and probably will occur in the future but are completely illegal.
Terrorism is illegal
Drug smuggling and everything else like that is illegal
welfare, ... Welfare? Mwahahahaha!!!! What is welfare?!?!?!?!?

Economy - Mixed Economy

Culture - The main religion of Persia is Islam followed closely by Buddhism, Hinduism and Zoroastrianism.

History - The Persian Empire was one of the mightiest empires in the world at one time. It spanned from India to the Sahara desert and from the Persian Gulf to Central Asia. They were eventually defeated by the Greeks and that ended. Several nations piled into the Persian area but eventually, after some time, became independent. In the year this IOT began, a civil war was fought ending up with a man in power that wanted to recreate the Persian Empire. This time with much, much better weapons.
Ooh, I liked this one. :D Persia
The infos there and it is written in a very different method.

Automation Policy - Allocate Orders as you see fit unless I am online. If I am online, pm me.

Map -
Spoiler :

Just pm me if I missed anything.


Also:
I know full well which one that is... A leader the Road to War didn't put in led that country while his party was in power. That leader ended up killing himself.
 
The Cult or the Horde

Nation Name - The Cult of the Horde

Color - Purple. Forts marked red, capital marked yellow

Government - Centralized technomagical-theocratic bureaucracy.

Laws - Life is but temporary. Non-cybernetic lifeforms, therefore, are judged harsher in our courts....

Economy - High-technology emphasizing maximum production with minimum labor.

Culture - REDACTED.

History - REDACTED
 

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Let's see, Zelet makes us a nice, round ten. I think that's satisfactory enough. I'll probably be able to start the first turn later.

While he hasn't detailed his starting position, I'll just put him in - he's Japan, after all, so it shouldn't be too hard to guess what provinces he desires.

(Sigh - There goes the Empire of the Rising Quill...)
 
Oh come now CivG You know it'd be fun. :mischief:

====

Now that we have satisfactory numbers of players, I can create the world we live in.

Some clarifications:

-We are semi-modern, yes. All countries have contact with eachother, and the world is slowly recovering from a horrific disaster. I imagine the population numbers a few hundred million at most.

-A lot has changed since other SoMs, yes, but the idea was to balance a few hard coded rules with more lightweight concepts and simplicity.

-Sometimes, "Kill NPC Clubs" form. You are free to form such things, but be aware that MAY increase your chance of being eaten alive by random events. Mindless conquest is NOT the concept behind SoM - think of it as the Cold War. Enough wars and you'll run into your Afghanistan or Vietnam! You run the world through soft power and strive to outdo your rivals in arms races, rather than overruning an entire continent.

And a reminder:

Place your forts if you are so inclined. Otherwise, I'll put them where I think would suit you best come the update.

Ahem, anyway:

-There will be ONE(1) Super NPC. That means, it is governed by the same rules and regulations as ordinary players. It will assist in me spanking you if you are bad. It can expand, but it is the only one that can do so - all others must make do with what they have.

-Beyond that, there's just a bunch of small-time NPCs, that DO NOT EXPAND.

The Super NPC is the Prelate Order:



Spoiler :
Color: Gold, for it is the Color of the Gods

Government: Theocracy - Run by 7 Prelates. Each Prelate is the most senior in his type of energy. The Prelate of White energy is treated as the head of state. Prelates rule for life until ousted by someone more skilled.

Economy: Mostly mining, agriculture, and simple activities. One exception is energy technology, which is rather advanced relative to the rest of the economy. This energy is often fought over by military and cilivian interests.

Laws: Socially very conservative. Economically, a large degree of welfare is provided for by generous subsidises to charities. Drugs that damage the mind are strictly prohibited. The separate spheres doctrine enjoys plenty of credit in law. Citizens are given a good deal of freedom of speech and protections, but the Prelates are each capable of overriding certain protections unless vetoed by another.

Culture: Curiously, humans are a minority in the Prelate Order. The Cataclysm seemed to have mutated many of the individuals in the region into humanoid animals, known as "Mobians" after Dr. Ignatio Mobius, who detailed their evolution prior to his death. The most common Mobians are of the hedgehog or echidna variety. Hedgehogs being faster than average and echidnas stronger than average, it has raised the age old question of speed vs. power.

The people of the Prelate Order(demonym: Mobians) are very religious, either out of genuine faith or fear of social isolation. They generally view firearms as a negative influence, hence their scarcity beyond the military. The religion of the Prelate Order talks of two deities - Iblis and Enerjak.

Iblis is the embodiment of Chaos, rising to destroy the world, whereas Enerjak rises to conquer it. Legend has it these two devils went to war with eachother, destroying the world, and that they will one day return. Only by mastering the energies they commanded, can such a disaster be averted.

This energy takes the form of Chaos Energy, which is said to run through all living things; it is named for the fact Chaos seems to erupt everywhere it touches. There are six varieties, that when successfully combined create the purifying, seventh kind - white - and many individuals have potential in it. Red - Power; Green - Healing; Blue - Speed; Yellow - Attraction and Electricity; Violet - Mental Stimulation; Cyan - Endurance and Defense. White grants all six abilities, but is extremely hard to synthesise.

However, whether the Chaos Energy is genuine, or merely an advanced form of science used to reinforce the legitimacy of the Prelates, is not known. Those who try to use a scientific basis for it tend to "disappear."

There is a minor but devout insurgency - the Brotherhood. Founded by two scientists, it preaches that Chaos Energy, regardless of its origins, is merely a means to enslave the people and render them serfs. The Brotherhood operates in incredible secrecy, and seeks to arm everyone in the world with technology, to empower them and make all equal.

Foreign Policy: Non-Interventionist, but leaning opportunist if necessary

History: The Order emerged shortly after the evolution of the Mobians. Most Mobians had no idea how they had got there, and the Order gave answers. To an ignorant population, it worked well. Considering the Prelates could also shoot lightning out of their hands, it was very convincing.


Elsewhere, I've created 5 NPCs with 20 territories, 7 with 15, 8 with 10, and 10 with 5. 30 in total. Their stats are assigned at random, so it's very possible for a Hindu socialist imperialist state to show up in Europe. They'll be detailed elsewhere. They'll be detailed in another post.

You are the puppetmaster. Now it is time to connect the puppets to their threads.

Spoiler Stats NPCs can Have :

Government: Democratic, Plutocracy, Theocracy, Aristocracy, Military Dictatorship - States can be monarchial or republican in addition to these.

Devolution: 1-5 (1 is a Confederacy, 5 is strictly unitary)

Social Policy: 1-5 (1 is Libertarian, 5 is Totalitarian)

Economy: Laissez-Faire, Minor Regulations, Minimal Welfare State, Large Welfare State, Socialism

Foreign Policy: Isolationist, Non-Interventionist, Interventionist, Opportunist, Imperialist

Dominant Faith: Orthodoxy, Catholicism, Protestantism, Shi'a Islam, Sunni Islam, Judaism; Hinduism, Confucianism, Taoism; Paganism, Shamanism; Atheism


Remember that NPCs interact with you differently based on your own policies as much as your history, so feel free to detail your stance on any of these as well. It will enable richer gameplay. :)
 
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