Stormbringer
The Brick and The Rose
Well, this is the second change of Mods that this NES is going through, and since after almost a week no one picked it up, I will contrinue to mod this awesome NES.
GNES 1949: Time of Struggle for Peace and Survival
THE GAME
The Setting
The game begins in the year 1949. World War Two is over but the scars will be left forever. Some nations are still in ruins some are recovering. Israel was just created as a state, the Civil war in Mainland China is over. For gameplay reasons FRG and GDR are already in existance as states and Austria is no longer occupied. NATO exists, but the Warsaw pact - not yet. Most governments in Europe already decided on which side to fight on. Most of the world is still under colonial domination. Will it develop as according to history?
Players and NPCs
The more players the better. I will not play, except for NPCs in some cases. PCs can follow the history of their country or they may not. USSR and USA however are expected to lead their allies to overall victory and be more historic i.e. no switch of government system or allying to wage war on the rest of the world (imagine that ). NPCs will be historic as much as the situation allows them. Also some NPCs were united together so that I have less to manage and to decrease the amount of small wars, so no San Marino .
Map Time and Updates
I will update as often as I can. I guarantee an update every 3 days or so, depending on the number of orders I get. Breaking World News such as war updates and crisis situation will be done more often if the players agree. A game turn is one year.
Orders
Orders in a list please. Stories and innovative solutions in orders also are welcome and encouraged. If you like something to be done but do not wish to share it with the rest of the players mark it secret . Orders in the thread will not be accepted unless my PM box is full . However you may post them for information. Diplomacy with NPCs or PCs can be done in the thread.
Stories
Stories are not necessary, but very encouraged. Writers will get an economy bonus and if their story is very good some positive random events.
DOMESTIC POLICY:
Economy:
Done exactly like in Storms NES.
The Number next to the size is the number of turns it takes to get from one level to another, but also the number of points you can spend without falling to the previous level. So if your economy is stable, you need to improve your economy 4 times before you get to Growing, but once you get there, you can use 4 economy points/turn without falling back to Stable, and staying at Growing. Economy can only be increased 1/turn, even if you don't do anything else. Economy can increase/decrease due to random events.
Depression +0
Recession +1
Failing +2
Stable +3
Growing +4
Prosperous +4
Outstanding +5
Every turn besides increasing the economy you can increase any 2 other parameters such as for example literacy or navy. One small thing to add: if you have 2/3 stable economy and increase it the next turn you will have 0/4 growing not 3/3 stable as before.
Military
The military will consist of 3 parts namely Army, Navy and the Airforce. With time Space Forces may also be added to the list. The military is measured in numbers of types of forces, for example: 15000 of mobile infantry or 30 B-2 Bombers. At the beginning of a NES there are 3 types of units design: Soviet, American(Western) and General. More designs will come with time (certainly China has a good chance to start their own design).
Nuclear Weapons
Nuclear weapons are divided between the 3 branches of the army. It is wiser not to use them, but its your own choice. Every nuclear warhead or bomb (with bomber) must have a target assigned or to be in reserves, for example: all b-52 in Germany (with nuclear bombs) assigned to targets in Poland and East Germany. No need to explain why its important.
Weaponry Description
There will be a post left for descriptions of different military systems in particular nuclear weapons (range, speed and power). This list will contain all weapon systems that are known to most of the world intelligences, so do not rely on it completely. It is done for the (main) purpose of defining the strength of nuclear weapons. When you design a new weapon it would e great if you write a small description on what the weapon is or maybe provide a link t a short article.
Mobilization:
Once your country officially enters a war you can announce a mobilization. This will cause a temporary rise in war production and will give you a large number of recruits. Needles to say they are badly trained, but are large in numbers. Mobilization means that your focus shifts to the war only, thus nothing can be done with the economy in the turn you announce mobilization.
Diplomacy
The UN
The UN is a very big organization that deals with many problems simultaneously. I do not wish to go into detail to all the special agencies, so for now the UN consists of the Security Council where 5 powers have a VETO and the General Assembly.
Security Council
Security Council deals with problems of security around the world. Its actions and resolutions will of course be not very effective due to the veto power. In your posts you can specify if you talk to someone or in the Security Council. For game-play reasons all PCs are permanent members of the Security Council. Resolutions of the Security council and number of troops and other resources committed will be posted under Security Council resolutions.
General Assembly deals with other international laws such as sharing of technology, nuclear proliferation, economic aid and so on. It works the same way as the Security Council. Agreements signed within the UN are under UN resolutions.
Agreements signed within the UN or UNSC are to be honored and implemented. Broken agreements will cause your reputation with NPCs (or even PCs) to suffer. However, your allies will understand and forgive you more than your enemies.
Alliances
Another post is reserved for treaties such as NATO or Warsaw Pact. Form them in any way you like. PM me or post in the thread when you form the alliance (agreement text and members) and I will post it in the Alliance list.
Stability:
Is how stable your country is. The concept of stability also includes other things like moral, government approval rating, culture and stability itself. There are 7 levels:
1. Revolutionary (3)
2. Dangerous (2)
3. Unstable (2)
4. Normal (2)
5. Above Normal (2)
6. High (3)
7. Amazing Stability (0)
Stability will grow if you write good/long stories. Money can be poured into increasing stability (number of ecos to get up to the next level is shown in brackets). There are restrictions in stability caused by different forms of government. One small note: stability can be 2/2 and increase to 0/2 of the next level only if you add economy into it.
Government:
There are a quite a few types of government allowed. All of them give your nation advantages or disadvantages (effects given below). A country can change between similar forms of government with little loss of stability (i.e. monarchy to parliamentary monarchy); however changes from one political system to another will cost you much, maybe a civil war. Changing government type is a serious business, keep this in mind .
Types of Government and Effects:
Monarchy (stability = 2 and over)
Parliamentary Monarchy (same as monarchy)
Communism (production ^)
Totalitarian Communism (education \/, stability is always 3 or over)
2 party Democracy (economics ^, 4 trade routes allowed)
Multi Party Democracy (stability = 6 or under, 4 trade routes allowed)
Fundamentalism (education \/ (x2)/ Stability 3 or over)
Fascism (production ^)
Totalitarianism (stability 2 or over)
Productivity:
Productivity is your countrys industries. Will determine how much is produced in the economy. If you increase your navy your productivity will determine by how much. Same works for any other production. However nations with more shipyards will get more ships than countries with few ports.
Productivity can be increased by spending economy on it or by projects. Represented by a number.
Trade:
To establish a trade rout both players pay 3 economy points. This will provide an additional economy point to each of the partners every third turn. Maximum of 3 trade routes is allowed, except for democracies who can get 4.
Literacy
Literacy is the education of the general population in your country. Educated population is unlikely to start rebellions, will sometimes make protests on wars and affect your economy in a positive way. And educated population will give birth to great scientists that can push your technology further to the stars. Education directly affects the progress of technological advances and projects is in the country.
Uneducated population will quicker converge to enemy propaganda, will slow down your technological advances, is likely to revolt or break away into smaller states. Literacy is measured in numbers. Literacy also affects the performance of your military.
Projects:
Well they work the same as in other NESes. You say what you want it to do, I decide how much it costs in economy, then you decide if you want to continue with it. The only new thing that projects also take time (turns) to complete. I explain this with the idea that no pouring of money and resources cant make construction go faster than it can possibly go or people thinking faster than they can. Every project will now consist of 2 components: turns to complete and economy needed to finish it.
Example: You start the Internet project that will increase your education and stability. The project will take 4 economies and 3 turns. If you pay 1 eco on the first turn after start the stats are: complete 1/4, turns 1/3 (turn 1 from the start). You can leave the project for 2 turns: complete 1/4 and 3/3 turns (turn 3). This means that the materials and research for the project are done and with sufficient resources it can be finished next turn. NB it could have been done in the next turn if the stats are: complete 1/4+3(this turn) and turns 2/3.
Advances:
Work in the same way as projects. Advances can include new weapons, space flight technology etc. .... you pick.
ADDITIONS
Colonies and Colonial Forces:
Forces that say your nationality or the nationality of the country you control belong to you, you can move them around any way you want. However local government (colonial) may not implement orders you give them 100%. You can give orders to colonies, but if you do not they go on automatic government. All operations work better at home than in colonies.
It is possible to tell the local government to (for ex.) trasferre ships to you, but that might be not very popular...
Production in Colonies:
Weapons i.e. tanks go to PC, soldiers have a nationality, but some will be of you nationality. Unless you specify if you want to transfere weapons build to the colonial government they go to the colonial power.
Military and Weaponry:
Due to the fact that there are alliances some troops are on foreign territory. For example in Germany you have a number of troops. Some are German, some are American. Amercian player can control his troops, but it is generally a good idea to consult the nation your troops are in.
As soon as new guns are developed a whole army gets them. So for example if Soviets develop new K-47 model (52 mm) all Soviet troops from Mongolia to Germany get those weapons.
DO NOT POST UNTIL I SAY SO
GNES 1949: Time of Struggle for Peace and Survival
THE GAME
The Setting
The game begins in the year 1949. World War Two is over but the scars will be left forever. Some nations are still in ruins some are recovering. Israel was just created as a state, the Civil war in Mainland China is over. For gameplay reasons FRG and GDR are already in existance as states and Austria is no longer occupied. NATO exists, but the Warsaw pact - not yet. Most governments in Europe already decided on which side to fight on. Most of the world is still under colonial domination. Will it develop as according to history?
Players and NPCs
The more players the better. I will not play, except for NPCs in some cases. PCs can follow the history of their country or they may not. USSR and USA however are expected to lead their allies to overall victory and be more historic i.e. no switch of government system or allying to wage war on the rest of the world (imagine that ). NPCs will be historic as much as the situation allows them. Also some NPCs were united together so that I have less to manage and to decrease the amount of small wars, so no San Marino .
Map Time and Updates
I will update as often as I can. I guarantee an update every 3 days or so, depending on the number of orders I get. Breaking World News such as war updates and crisis situation will be done more often if the players agree. A game turn is one year.
Orders
Orders in a list please. Stories and innovative solutions in orders also are welcome and encouraged. If you like something to be done but do not wish to share it with the rest of the players mark it secret . Orders in the thread will not be accepted unless my PM box is full . However you may post them for information. Diplomacy with NPCs or PCs can be done in the thread.
Stories
Stories are not necessary, but very encouraged. Writers will get an economy bonus and if their story is very good some positive random events.
DOMESTIC POLICY:
Economy:
Done exactly like in Storms NES.
The Number next to the size is the number of turns it takes to get from one level to another, but also the number of points you can spend without falling to the previous level. So if your economy is stable, you need to improve your economy 4 times before you get to Growing, but once you get there, you can use 4 economy points/turn without falling back to Stable, and staying at Growing. Economy can only be increased 1/turn, even if you don't do anything else. Economy can increase/decrease due to random events.
Depression +0
Recession +1
Failing +2
Stable +3
Growing +4
Prosperous +4
Outstanding +5
Every turn besides increasing the economy you can increase any 2 other parameters such as for example literacy or navy. One small thing to add: if you have 2/3 stable economy and increase it the next turn you will have 0/4 growing not 3/3 stable as before.
Military
The military will consist of 3 parts namely Army, Navy and the Airforce. With time Space Forces may also be added to the list. The military is measured in numbers of types of forces, for example: 15000 of mobile infantry or 30 B-2 Bombers. At the beginning of a NES there are 3 types of units design: Soviet, American(Western) and General. More designs will come with time (certainly China has a good chance to start their own design).
Nuclear Weapons
Nuclear weapons are divided between the 3 branches of the army. It is wiser not to use them, but its your own choice. Every nuclear warhead or bomb (with bomber) must have a target assigned or to be in reserves, for example: all b-52 in Germany (with nuclear bombs) assigned to targets in Poland and East Germany. No need to explain why its important.
Weaponry Description
There will be a post left for descriptions of different military systems in particular nuclear weapons (range, speed and power). This list will contain all weapon systems that are known to most of the world intelligences, so do not rely on it completely. It is done for the (main) purpose of defining the strength of nuclear weapons. When you design a new weapon it would e great if you write a small description on what the weapon is or maybe provide a link t a short article.
Mobilization:
Once your country officially enters a war you can announce a mobilization. This will cause a temporary rise in war production and will give you a large number of recruits. Needles to say they are badly trained, but are large in numbers. Mobilization means that your focus shifts to the war only, thus nothing can be done with the economy in the turn you announce mobilization.
Diplomacy
The UN
The UN is a very big organization that deals with many problems simultaneously. I do not wish to go into detail to all the special agencies, so for now the UN consists of the Security Council where 5 powers have a VETO and the General Assembly.
Security Council
Security Council deals with problems of security around the world. Its actions and resolutions will of course be not very effective due to the veto power. In your posts you can specify if you talk to someone or in the Security Council. For game-play reasons all PCs are permanent members of the Security Council. Resolutions of the Security council and number of troops and other resources committed will be posted under Security Council resolutions.
General Assembly deals with other international laws such as sharing of technology, nuclear proliferation, economic aid and so on. It works the same way as the Security Council. Agreements signed within the UN are under UN resolutions.
Agreements signed within the UN or UNSC are to be honored and implemented. Broken agreements will cause your reputation with NPCs (or even PCs) to suffer. However, your allies will understand and forgive you more than your enemies.
Alliances
Another post is reserved for treaties such as NATO or Warsaw Pact. Form them in any way you like. PM me or post in the thread when you form the alliance (agreement text and members) and I will post it in the Alliance list.
Stability:
Is how stable your country is. The concept of stability also includes other things like moral, government approval rating, culture and stability itself. There are 7 levels:
1. Revolutionary (3)
2. Dangerous (2)
3. Unstable (2)
4. Normal (2)
5. Above Normal (2)
6. High (3)
7. Amazing Stability (0)
Stability will grow if you write good/long stories. Money can be poured into increasing stability (number of ecos to get up to the next level is shown in brackets). There are restrictions in stability caused by different forms of government. One small note: stability can be 2/2 and increase to 0/2 of the next level only if you add economy into it.
Government:
There are a quite a few types of government allowed. All of them give your nation advantages or disadvantages (effects given below). A country can change between similar forms of government with little loss of stability (i.e. monarchy to parliamentary monarchy); however changes from one political system to another will cost you much, maybe a civil war. Changing government type is a serious business, keep this in mind .
Types of Government and Effects:
Monarchy (stability = 2 and over)
Parliamentary Monarchy (same as monarchy)
Communism (production ^)
Totalitarian Communism (education \/, stability is always 3 or over)
2 party Democracy (economics ^, 4 trade routes allowed)
Multi Party Democracy (stability = 6 or under, 4 trade routes allowed)
Fundamentalism (education \/ (x2)/ Stability 3 or over)
Fascism (production ^)
Totalitarianism (stability 2 or over)
Productivity:
Productivity is your countrys industries. Will determine how much is produced in the economy. If you increase your navy your productivity will determine by how much. Same works for any other production. However nations with more shipyards will get more ships than countries with few ports.
Productivity can be increased by spending economy on it or by projects. Represented by a number.
Trade:
To establish a trade rout both players pay 3 economy points. This will provide an additional economy point to each of the partners every third turn. Maximum of 3 trade routes is allowed, except for democracies who can get 4.
Literacy
Literacy is the education of the general population in your country. Educated population is unlikely to start rebellions, will sometimes make protests on wars and affect your economy in a positive way. And educated population will give birth to great scientists that can push your technology further to the stars. Education directly affects the progress of technological advances and projects is in the country.
Uneducated population will quicker converge to enemy propaganda, will slow down your technological advances, is likely to revolt or break away into smaller states. Literacy is measured in numbers. Literacy also affects the performance of your military.
Projects:
Well they work the same as in other NESes. You say what you want it to do, I decide how much it costs in economy, then you decide if you want to continue with it. The only new thing that projects also take time (turns) to complete. I explain this with the idea that no pouring of money and resources cant make construction go faster than it can possibly go or people thinking faster than they can. Every project will now consist of 2 components: turns to complete and economy needed to finish it.
Example: You start the Internet project that will increase your education and stability. The project will take 4 economies and 3 turns. If you pay 1 eco on the first turn after start the stats are: complete 1/4, turns 1/3 (turn 1 from the start). You can leave the project for 2 turns: complete 1/4 and 3/3 turns (turn 3). This means that the materials and research for the project are done and with sufficient resources it can be finished next turn. NB it could have been done in the next turn if the stats are: complete 1/4+3(this turn) and turns 2/3.
Advances:
Work in the same way as projects. Advances can include new weapons, space flight technology etc. .... you pick.
ADDITIONS
Colonies and Colonial Forces:
Forces that say your nationality or the nationality of the country you control belong to you, you can move them around any way you want. However local government (colonial) may not implement orders you give them 100%. You can give orders to colonies, but if you do not they go on automatic government. All operations work better at home than in colonies.
It is possible to tell the local government to (for ex.) trasferre ships to you, but that might be not very popular...
Production in Colonies:
Weapons i.e. tanks go to PC, soldiers have a nationality, but some will be of you nationality. Unless you specify if you want to transfere weapons build to the colonial government they go to the colonial power.
Military and Weaponry:
Due to the fact that there are alliances some troops are on foreign territory. For example in Germany you have a number of troops. Some are German, some are American. Amercian player can control his troops, but it is generally a good idea to consult the nation your troops are in.
As soon as new guns are developed a whole army gets them. So for example if Soviets develop new K-47 model (52 mm) all Soviet troops from Mongolia to Germany get those weapons.
DO NOT POST UNTIL I SAY SO