Immaculate
unerring
- Joined
- Jan 22, 2003
- Messages
- 7,623
Terminal Velocity
(Orders due Feb 19)
-David Bowie
Introduction
The year is 2045. Nuclear attacks by terrorists on France and the USA, a devastating trade war between the west and China, a resurgent militant Eurasian Alliance led by Russia, wars in Africa, ideological cold war in Latin America, a splintering European Union, and a civil war in the USA all conspire to shatter the veneer of peace and prosperity of the late 20th and early 21st centuries.
Man has proven unable, or unwilling to curb climate change and new storms, drought, and disease stalk the earth. At the same time, technology continues to progress and the modern soldier is clad in exoarmor and fires laser rifles. Drones fill the air and much of modern manufacturing is done by 3D printing. Cybernetics are increasingly common and the internet, now called the nooiome, is something you experience continuously as part of augmented reality. Even as new diseases arise, new retroviral treatments mean humanity is healthier, stronger, and possessed by more vitality than ever before- at least those who can afford the new therapies. Space is closer than ever and India has recently completed a permanent lunar colony while the Eurasian Union has landed astronauts on Mars.
Players join the game as a nation state in the year 2045. The world is much more multipolar than our own though a number of greater states dominate world affairs including Canada, United States of America (both of them), Brazil, the UK, the European Union, Eurasian Union, India, China, ASEAN, and Japan. A timeline (below) details the rise and fall of the world’s nations between 2016 and 2045 and provides background for players to build their nations upon.
Joining the Game
Development
Players are encouraged to develop their assigned nations (including its history) as they see fit. That said, please adhere to the timeline and the standards of realism in play. I reserve the right to simply disallow elements that are too fantastic or otherwise jar the sense of ‘believability’ or ‘immersion’.
Turns, Orders and Updates
Turns
Each turn represents 1 year.
Orders and Moderator Updates
All players must submit their orders each year. Orders must include a budget as well as an outline of projects being pursued, intelligence or clandestine operations undertaken, and military actions.
If you have conducted diplomacy in the game it is useful to remind the moderator in the update.
If you fail to send orders then your nation will usually just bank its funds until the following turn. Players who fail to send orders on two consecutive turns will see their nations revert to non-player control and become available for adoption by new players.
Stats
Each nation is described by a number of parameters.
Canada (NPC)
Federal parliamentary constitutional monarchy
Xavier James Trudeau (liberal)
Concerns:
- USA civil war and refugees (militirization)
- Offshore fossil fuel claims (confict with Norway and EAU)
- Automation and unemployment
Domestic Development:
- Infrastructure: excellent
- Education: excellent
Economy:
- Bank: 0
- Income: 172 (532)
- Infrastructure Exp.: - 44
- Health and Social Exp.: - 105
- Education Exp.: - 66
- Military Exp.: - 145
Military:
- 26 army divisions (Canada 2045)
- 14 ship groups (Canada 2045)
- 18 air wings (Canada 2045)
- 18 operative teams (Canada 2045)
Government Type is usually a brief description broadly outlining the make-up of your government.
Leader is the name of your nation’s leader. Usually there is a short descriptor after the name to indicate what political ideology they broadly fall into.
Concerns are a short list of the top concerns expressed by your population. Leaders should consider these concerns and address or manage them if they can. Concerns will change over time as events domestically and internationally capture your people’s attention.
Domestic Development is a short descriptor of your infrastructure and education development. They categories are very poor, poor, average, good, excellent.
Economy is a broad outline that includes,
Bank is the total amount of funds you have available. Funds are expressed in NES/IOT standard EP (economic points). Your bank may be a negative number. You may only ever borrow as much as you make so if your income is 8 (149), you can only ever reduce your bank to -149.
Income is two numbers. The number before the brackets is how much money you make each turn after expenses. The second is how much money you make before expenses.
Infrastructure Expenses indicate the annual funds spent on infrastructure. You may be over or underpaying already and you may need to adjust as your economy contracts or expands. You will be made aware if spending is insufficient or much too generous.
Health and Social Welfare Expenses indicate the annual funds spent on social programs, healthcare, and government paychecks. Failure to pay these expenses can be highly destabilizing.
Education expenses are funds spend on your nation’s educational programs.
Military expenses are the funds spent to maintain your nation’s military. This includes not only the unit maintenance cost but depending on how advanced your military is, the funds spent on maintaining your military doctrines in of themselves. By paying these funds you are also maintaining the modernity of your forces with the development of new technology platforms or the purchase of modern tools from allies and the market. Failure to pay these funds can lead to reduced military readiness, reduction in doctrine quality, or even potentially rebellion or coup.
Military is broken up into five categories: army, navy, air, intelligence, and space. Each of these has either 2 or 4 descriptors. The number indicates how many units you have available (army divisions, air wings, etc) and the second indicates what doctrine you are using. If your military is not at full readiness (due to underfunding, combat, negative events), the third number is a percentage indicating how ready your military is. Low readiness indicates your units are undermanned or poorly supplied and otherwise not operating at full capacity. Readiness will slowly return to 100% if you are at peace. If there is no number it is 100%. The last number indicates how much EP is needed to improve readiness to 100%.
(Orders due Feb 19)
Freak out in a moonage daydream oh yeah
-David Bowie
Introduction
The year is 2045. Nuclear attacks by terrorists on France and the USA, a devastating trade war between the west and China, a resurgent militant Eurasian Alliance led by Russia, wars in Africa, ideological cold war in Latin America, a splintering European Union, and a civil war in the USA all conspire to shatter the veneer of peace and prosperity of the late 20th and early 21st centuries.
Man has proven unable, or unwilling to curb climate change and new storms, drought, and disease stalk the earth. At the same time, technology continues to progress and the modern soldier is clad in exoarmor and fires laser rifles. Drones fill the air and much of modern manufacturing is done by 3D printing. Cybernetics are increasingly common and the internet, now called the nooiome, is something you experience continuously as part of augmented reality. Even as new diseases arise, new retroviral treatments mean humanity is healthier, stronger, and possessed by more vitality than ever before- at least those who can afford the new therapies. Space is closer than ever and India has recently completed a permanent lunar colony while the Eurasian Union has landed astronauts on Mars.
Players join the game as a nation state in the year 2045. The world is much more multipolar than our own though a number of greater states dominate world affairs including Canada, United States of America (both of them), Brazil, the UK, the European Union, Eurasian Union, India, China, ASEAN, and Japan. A timeline (below) details the rise and fall of the world’s nations between 2016 and 2045 and provides background for players to build their nations upon.
Joining the Game
Spoiler :
Prior to the start of the game, players are encouraged to list their 2 or 3 first choices of top tier nations and their 2 or 3 first choices of 2nd tier nations. Don’t list just one nation or the same nation 3 times; that’s a jerk move (which I am guilty of also).
When choosing top tier nations select from Canada, one or both of the USAs, Brazil, the UK, the European Union, India, Eurasian Union, China, Japan, or ASEAN. When choosing 2nd tier nations choose any nations not in the top tier list. I’d like to get players for Mexico, Colombia, Venezuela, Argentina, Nicaragua, Eastern African Federation, Pakistan, and Korea especially.
Once the game begins players can adopt any nation that is open by submitting orders for it. Don’t initiate diplomacy for a nation until after the orders have been processed.
When choosing top tier nations select from Canada, one or both of the USAs, Brazil, the UK, the European Union, India, Eurasian Union, China, Japan, or ASEAN. When choosing 2nd tier nations choose any nations not in the top tier list. I’d like to get players for Mexico, Colombia, Venezuela, Argentina, Nicaragua, Eastern African Federation, Pakistan, and Korea especially.
Once the game begins players can adopt any nation that is open by submitting orders for it. Don’t initiate diplomacy for a nation until after the orders have been processed.
Development
Spoiler :
Players are encouraged to develop their assigned nations (including its history) as they see fit. That said, please adhere to the timeline and the standards of realism in play. I reserve the right to simply disallow elements that are too fantastic or otherwise jar the sense of ‘believability’ or ‘immersion’.
Turns, Orders and Updates
Spoiler :
Turns
Each turn represents 1 year.
Orders and Moderator Updates
All players must submit their orders each year. Orders must include a budget as well as an outline of projects being pursued, intelligence or clandestine operations undertaken, and military actions.
If you have conducted diplomacy in the game it is useful to remind the moderator in the update.
If you fail to send orders then your nation will usually just bank its funds until the following turn. Players who fail to send orders on two consecutive turns will see their nations revert to non-player control and become available for adoption by new players.
Spoiler :
Each nation is described by a number of parameters.
Canada (NPC)
Federal parliamentary constitutional monarchy
Xavier James Trudeau (liberal)
Concerns:
- USA civil war and refugees (militirization)
- Offshore fossil fuel claims (confict with Norway and EAU)
- Automation and unemployment
Domestic Development:
- Infrastructure: excellent
- Education: excellent
Economy:
- Bank: 0
- Income: 172 (532)
- Infrastructure Exp.: - 44
- Health and Social Exp.: - 105
- Education Exp.: - 66
- Military Exp.: - 145
Military:
- 26 army divisions (Canada 2045)
- 14 ship groups (Canada 2045)
- 18 air wings (Canada 2045)
- 18 operative teams (Canada 2045)
Government Type is usually a brief description broadly outlining the make-up of your government.
Leader is the name of your nation’s leader. Usually there is a short descriptor after the name to indicate what political ideology they broadly fall into.
Concerns are a short list of the top concerns expressed by your population. Leaders should consider these concerns and address or manage them if they can. Concerns will change over time as events domestically and internationally capture your people’s attention.
Domestic Development is a short descriptor of your infrastructure and education development. They categories are very poor, poor, average, good, excellent.
Economy is a broad outline that includes,
Bank is the total amount of funds you have available. Funds are expressed in NES/IOT standard EP (economic points). Your bank may be a negative number. You may only ever borrow as much as you make so if your income is 8 (149), you can only ever reduce your bank to -149.
Income is two numbers. The number before the brackets is how much money you make each turn after expenses. The second is how much money you make before expenses.
Infrastructure Expenses indicate the annual funds spent on infrastructure. You may be over or underpaying already and you may need to adjust as your economy contracts or expands. You will be made aware if spending is insufficient or much too generous.
Health and Social Welfare Expenses indicate the annual funds spent on social programs, healthcare, and government paychecks. Failure to pay these expenses can be highly destabilizing.
Education expenses are funds spend on your nation’s educational programs.
Military expenses are the funds spent to maintain your nation’s military. This includes not only the unit maintenance cost but depending on how advanced your military is, the funds spent on maintaining your military doctrines in of themselves. By paying these funds you are also maintaining the modernity of your forces with the development of new technology platforms or the purchase of modern tools from allies and the market. Failure to pay these funds can lead to reduced military readiness, reduction in doctrine quality, or even potentially rebellion or coup.
Military is broken up into five categories: army, navy, air, intelligence, and space. Each of these has either 2 or 4 descriptors. The number indicates how many units you have available (army divisions, air wings, etc) and the second indicates what doctrine you are using. If your military is not at full readiness (due to underfunding, combat, negative events), the third number is a percentage indicating how ready your military is. Low readiness indicates your units are undermanned or poorly supplied and otherwise not operating at full capacity. Readiness will slowly return to 100% if you are at peace. If there is no number it is 100%. The last number indicates how much EP is needed to improve readiness to 100%.