TheLizardKing
Let's talk Michelle.
ORDERS IN BY THURSDAY, THE 13TH, 3:00 PM AMERICAN EASTERN TIME.
Introduction: The American Civil War is truly an interesting conflict. Some call it the first modern war, others call it the last war of its era, and some place it somewhere in between. Ironclads made their appearance, new weapons, new tactics, and so much more.
The truly interesting thought though is the "what would happen". The Southern States had a much greater chance than the Thirteen Colonies in winning their independence. If France or Britain was willing to recognize them, the South most likely would have won.
This Nes addresses this though. What if the South had gained its independence with British and French Recognition? Taking this, with an Alternate History, written by Harry Turtledove, we place this new time line into another era-the dawn of World War I.
Story: It's 1914. Austria, has just declared war on Serbia. Serbia has called upon it's ally Russia to help fend off the Austrians. Austria, in turns looks to her allies, The Germans, Americans and Italians. Russia does the same, looking to France, England, the Commonwealth, and the Confederates. As these nations deliberate on their course of action; to support their allies, or to stay neutral, they too look to their colonies and allies for support. Japan and China, sit, eager for the Europeans to turn their backs on the Far East, at least for awhile. So, it is up to you, to lead your nation to war, if events call for it, or, turn the other cheek. Whatever you do, your actions will shape the world for years to come.
Players – anybody can join, provided that you send orders and that they are on time. All powers are available by application; that is, provide me with a brief CV in the thread, telling me about success/failure in NESes, strengths as a player, that sort of thing.
Stories – you can write them, and I recommend and appreciate you doing so if you feel like it or if you have nothing better you want to do, or if you get bitten by a writing bug, or whatever. They may have an effect on the course of the NES, and I’ll incorporate them into the update if I can.
Updates: The question "When is the update" will never be answered. On the first post, the deadline for orders and the approximate time for the update will be there.
Nations: Go ahead, pick a nation, any nation really. I will not at this time allow rebellions, though if one springs up, go ahead and take it. If you're not exactly experienced, try to stay away from the big nations-Germany, The United States, Great Britain, Japan, Russia, Austria, France, The Confederate States, and China.
Template
Nation Name
Status (if any)
Government Type, And Leader
Capital City
Stability: 12
Economic Power: 20/0/0
Research: none
Manpower: 500 (+20)
Restrictions: (102,524/150,000)
Army: (100,000) 10 Infantry Divisions
Army Quality: 5
Navy: (2,500) 5 Destroyers
Navy Quality: 1
Air Force: (24) 24 Fighters
Air Force Quality: 1
Nation Name, And Status
Every nation, obviously has a name, most of which you'll already be familiar with. However, underneath of each name may be a certain title, or status, be in Protectorare, Dominion, Occupied, etc. all of which mean different things depending on the nation which you're being affiliated with.
Government
The government of your nation is important for a variety of reasons. Holding elections, having regime change and your government in general will effect the rise and fall of stability and economy in your nation. For democratic nations, you must hold elections every few turns, or the people will become unhappy. With that, the politicans elected must act on the platforms they've promised the people; that's why they were elected! Playing in character makes the game a lot better, and interesting.
Economy
Economic Power: (Total Points Generated a Turn)/(spent on economic growth)/(banked)
Instead of the previous workings of Industrial Capacity, we now have Economic Power, which represents all elements of the economy, not just industry. Economic power (or points, whichever you prefer) is spent on all other elements of your nation: economy, stability, military, and projects.
You can generically increase your economic power by spending +1 of your original economy, where if your economy is 5, and you want a level of six, spend 6 EP on it. However, this can eventually become draining, and frankly boring. One can then initiate projects (see below) to speed up production.
Stability
Stability is similar to A Brave New World 2 and Imperial Glory. The NES will have the same stability stat going from 0 to 12, representing the situation within your nation. The main change is that the stability will be determined 100% by your actions.
Manpower
Manpower represents the amount of able-bodied people in your nation that could take up arms against an enemy. Manpower is one of the few things that directly effect your restrictions. (see Restrictions.)
All army units (not navy or airforce) can be demobilized for their full manpower cost, though the ep cost is never recoverable.
Restrictions
New to each military branch's units list, their will be a number, representing the total amoung of enlisted soldiers to that particular branch. All the soldier's totals are added up to give you your nations military size. Each nation, however has restrictions as to how many soldiers it can comfortably support. Any amount of soldiers up to the restriction limit is fine, but once you pass your nation's restriction limit, various things may occur, be it stability loss, a fall in the economy, etc.
You can raise your restrictions, through growth, mobilization, and projects.
Designing Your Military
As is available below, all unique units (i.e., not generics like Infantry or Artillery) have their own stats and can be customized by players. You can develop new ships, vehicles, codes, or planes based on the technology which exists at the time (No laser death rays please in World War 2). To do this You need only pay 20 EP in a single turn to commission your design for a new weapon, though some designs may cost less. For easier units to create, I could accept anywhere from 10 EP up. Ask.
Requests for designs MUST come with details. What are your units strengths? What are your weaknesses? If you don't specify, I'm going to assume that it's mediocre. Take the time to truly design your designs.
Your designs can be shared with as many people as you like and you can even build and sell off the weapons you design to other countries (maybe even make a profit!).
You may also trade designs, and certain types of units (i.e. ships, planes, etc.) at your own discretion. Designs will allow a nation to build whatever unit it is, as they wish. At the same time, if you ever wish to buy a unit it, then rework the design, so you get the designs, and build whenever you wish, you must pay 5 EP, and lose a type of that unit. I.e.
"Germany gives France 30 of its new Kaiser Planes. The French wish to rework the planes, so that they have the designs also. The French pay 5 EP, and lost one of the planes, leaving them with the designs, and 29 Kaiser Planes."
With that, and with the absense of a tech tree, by the usual definition, one may question how military/tech is to advance. Through designs. If your design is relying on tech not yet widely known or not within reach, then I may have you pay extra for the research. But I'd discuss the total with the player.
Military and Mobilization
Mobilization and total war is a key element of modern warfare. Therefore I introduce a revised version of mobilization. If you wish to declare mobilization in the course of a major conflict the following things happen:
1. You can no longer spend your economy on stability efforts or projects. Anything non-military related really.
2. You will increase your output of both planes, ships, and infantry, for the same cost. Instead of 1 Infantry Division, taking 1 EP, and 10 MP, you would get 2 Infantry Divisions, for 1 EP, and 20 MP.
3. Restrictions grow substantially, depending on your nation's infrastructure (which is based off of building projects, and stories.)
4. Reduces the cost of designing new weapons from 20 EP to 10 EP.
5. Your economy would get a slight boost, but eventually (after a few years) will begin to fall.
6. Your people will at first support the war effort, then slowly begin detesting it. The lack of domestic production doesn't help either!
7. Constant mobilization, and demobilization to get the benefits will lead to economic stagnation, if not collapse.
Land Unit Pricing
Infantry Brigade: 1 EP and 10 manpower, for 1 Division
Marine Brigade: 2 EP and 10 Manpower, for 1 division.
Cavalry Brigade: 1 EP and 5 manpower, for 5 brigades.
Artillery Brigade: 1 EP and 5 manpower, for 2 Brigades.
Armored Car Brigade: 1 EP and 5 manpower for 1 Brigade.
Special Forces Brigades: A warning, if you use these like regular infantry, they will die in truckloads, also the more you make the less effective they are. 1 EP and 1 manpower for 1 brigade.
Naval Unit Pricing
Destroyer: 1 EP and 1 Manpower, for 3 ships. These vessels can travel on the ocean and on medium to large rivers and lakes.
Light Cruiser: 1 EP and 1 Manpower, for 2 ships. These vessels can travel on the ocean and on large rivers and lakes.
Armored Cruiser: 1 EP and 1 Manpower for 1 ship. These vessels can travel on the largest lakes and rivers and on the ocean.
Dreadnought: 4 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas.
Submarines: 1 EP and 1 Manpower for 4 ships. These vessels can travel medium range, they cannot travel too long distances, and must often come up to resurface and to go back to ports for resupply. However, they are deadly weapons, and many a merchant ship will remain at the bottom due to these.
Air Unit Pricing
Zeppelin Squadron: 1 EP and 1 Manpower for 6. They can only be used for air to ground activity. This unit can bomb cities and enemy positions, yet they are sitting ducks when fighter planes come after them
Fighter Squadron: 1 EP and 1 Manpower for 24. These are the first planes of a traditional sort. They are mostly good for scouting, and not so much for bombing, depending on your air quality, and decent for air-air combat.
Projects vs. Policies
Projects are the equivalent to wonders in this NES. You may devise any sort of Great Project you please, as long as it fits with your nation and capabilities. Simply inform me of the project and your intended goals for it, and I will give you a price.
A policy would be a government law you enact that doesn’t always require spending. This can be something like the USA giving women sufferage, which would not require ep. In contrast, the Confederate States might determine to begin opening extermination camps for their blacks, and it would require ep for the trucks, camps, and poison gas. It will therefore be kept track of in stats. Policies can help in a variety of ways but are not always needed, so don’t go overboard.
Your Nations Map Color
Each nation has a specific map color, though political situations may alter that color. If one nation is highly influenced by another, it will take on a color similar to the influencing nation. If a nation is occupied, it will take on a similar color to the occupying nation. Likewise, if a nation is, say, becoming communist, it will turn red.
Orders, Tips, and Updates
If a question is asked in which the answer is clearly in the above ruleset, I will not answer it and will ignore you until you figure it out.
Orders in on time will always help you.
While stories or elaborate economic growth programs are no longer needed for a nation’s success, I’m not discouraging them. If you do programs, projects, and so forth and tell good stories, there may very well be rewards for your efforts.
If anything is not clear or confusing above, please let me know and I will strive to fix it. If you have questions which are not clearly answered here, I will be more than willing to add a section on this page to prevent future confusion.
Thank You
Eq for the ruleset, several (hundred) ideas, among other things.
Dachs for providing an easy to follow guide
And a big thanks to Amon Savag, DarthNader.
Introduction: The American Civil War is truly an interesting conflict. Some call it the first modern war, others call it the last war of its era, and some place it somewhere in between. Ironclads made their appearance, new weapons, new tactics, and so much more.
The truly interesting thought though is the "what would happen". The Southern States had a much greater chance than the Thirteen Colonies in winning their independence. If France or Britain was willing to recognize them, the South most likely would have won.
This Nes addresses this though. What if the South had gained its independence with British and French Recognition? Taking this, with an Alternate History, written by Harry Turtledove, we place this new time line into another era-the dawn of World War I.
Story: It's 1914. Austria, has just declared war on Serbia. Serbia has called upon it's ally Russia to help fend off the Austrians. Austria, in turns looks to her allies, The Germans, Americans and Italians. Russia does the same, looking to France, England, the Commonwealth, and the Confederates. As these nations deliberate on their course of action; to support their allies, or to stay neutral, they too look to their colonies and allies for support. Japan and China, sit, eager for the Europeans to turn their backs on the Far East, at least for awhile. So, it is up to you, to lead your nation to war, if events call for it, or, turn the other cheek. Whatever you do, your actions will shape the world for years to come.
Players – anybody can join, provided that you send orders and that they are on time. All powers are available by application; that is, provide me with a brief CV in the thread, telling me about success/failure in NESes, strengths as a player, that sort of thing.
Stories – you can write them, and I recommend and appreciate you doing so if you feel like it or if you have nothing better you want to do, or if you get bitten by a writing bug, or whatever. They may have an effect on the course of the NES, and I’ll incorporate them into the update if I can.
Updates: The question "When is the update" will never be answered. On the first post, the deadline for orders and the approximate time for the update will be there.
Nations: Go ahead, pick a nation, any nation really. I will not at this time allow rebellions, though if one springs up, go ahead and take it. If you're not exactly experienced, try to stay away from the big nations-Germany, The United States, Great Britain, Japan, Russia, Austria, France, The Confederate States, and China.
Template
Nation Name
Status (if any)
Government Type, And Leader
Capital City
Stability: 12
Economic Power: 20/0/0
Research: none
Manpower: 500 (+20)
Restrictions: (102,524/150,000)
Army: (100,000) 10 Infantry Divisions
Army Quality: 5
Navy: (2,500) 5 Destroyers
Navy Quality: 1
Air Force: (24) 24 Fighters
Air Force Quality: 1
Nation Name, And Status
Every nation, obviously has a name, most of which you'll already be familiar with. However, underneath of each name may be a certain title, or status, be in Protectorare, Dominion, Occupied, etc. all of which mean different things depending on the nation which you're being affiliated with.
Government
The government of your nation is important for a variety of reasons. Holding elections, having regime change and your government in general will effect the rise and fall of stability and economy in your nation. For democratic nations, you must hold elections every few turns, or the people will become unhappy. With that, the politicans elected must act on the platforms they've promised the people; that's why they were elected! Playing in character makes the game a lot better, and interesting.
Economy
Economic Power: (Total Points Generated a Turn)/(spent on economic growth)/(banked)
Instead of the previous workings of Industrial Capacity, we now have Economic Power, which represents all elements of the economy, not just industry. Economic power (or points, whichever you prefer) is spent on all other elements of your nation: economy, stability, military, and projects.
You can generically increase your economic power by spending +1 of your original economy, where if your economy is 5, and you want a level of six, spend 6 EP on it. However, this can eventually become draining, and frankly boring. One can then initiate projects (see below) to speed up production.
Stability
Stability is similar to A Brave New World 2 and Imperial Glory. The NES will have the same stability stat going from 0 to 12, representing the situation within your nation. The main change is that the stability will be determined 100% by your actions.
Manpower
Manpower represents the amount of able-bodied people in your nation that could take up arms against an enemy. Manpower is one of the few things that directly effect your restrictions. (see Restrictions.)
All army units (not navy or airforce) can be demobilized for their full manpower cost, though the ep cost is never recoverable.
Restrictions
New to each military branch's units list, their will be a number, representing the total amoung of enlisted soldiers to that particular branch. All the soldier's totals are added up to give you your nations military size. Each nation, however has restrictions as to how many soldiers it can comfortably support. Any amount of soldiers up to the restriction limit is fine, but once you pass your nation's restriction limit, various things may occur, be it stability loss, a fall in the economy, etc.
You can raise your restrictions, through growth, mobilization, and projects.
Designing Your Military
As is available below, all unique units (i.e., not generics like Infantry or Artillery) have their own stats and can be customized by players. You can develop new ships, vehicles, codes, or planes based on the technology which exists at the time (No laser death rays please in World War 2). To do this You need only pay 20 EP in a single turn to commission your design for a new weapon, though some designs may cost less. For easier units to create, I could accept anywhere from 10 EP up. Ask.
Requests for designs MUST come with details. What are your units strengths? What are your weaknesses? If you don't specify, I'm going to assume that it's mediocre. Take the time to truly design your designs.
Your designs can be shared with as many people as you like and you can even build and sell off the weapons you design to other countries (maybe even make a profit!).
You may also trade designs, and certain types of units (i.e. ships, planes, etc.) at your own discretion. Designs will allow a nation to build whatever unit it is, as they wish. At the same time, if you ever wish to buy a unit it, then rework the design, so you get the designs, and build whenever you wish, you must pay 5 EP, and lose a type of that unit. I.e.
"Germany gives France 30 of its new Kaiser Planes. The French wish to rework the planes, so that they have the designs also. The French pay 5 EP, and lost one of the planes, leaving them with the designs, and 29 Kaiser Planes."
With that, and with the absense of a tech tree, by the usual definition, one may question how military/tech is to advance. Through designs. If your design is relying on tech not yet widely known or not within reach, then I may have you pay extra for the research. But I'd discuss the total with the player.
Military and Mobilization
Mobilization and total war is a key element of modern warfare. Therefore I introduce a revised version of mobilization. If you wish to declare mobilization in the course of a major conflict the following things happen:
1. You can no longer spend your economy on stability efforts or projects. Anything non-military related really.
2. You will increase your output of both planes, ships, and infantry, for the same cost. Instead of 1 Infantry Division, taking 1 EP, and 10 MP, you would get 2 Infantry Divisions, for 1 EP, and 20 MP.
3. Restrictions grow substantially, depending on your nation's infrastructure (which is based off of building projects, and stories.)
4. Reduces the cost of designing new weapons from 20 EP to 10 EP.
5. Your economy would get a slight boost, but eventually (after a few years) will begin to fall.
6. Your people will at first support the war effort, then slowly begin detesting it. The lack of domestic production doesn't help either!
7. Constant mobilization, and demobilization to get the benefits will lead to economic stagnation, if not collapse.
Land Unit Pricing
Infantry Brigade: 1 EP and 10 manpower, for 1 Division
Marine Brigade: 2 EP and 10 Manpower, for 1 division.
Cavalry Brigade: 1 EP and 5 manpower, for 5 brigades.
Artillery Brigade: 1 EP and 5 manpower, for 2 Brigades.
Armored Car Brigade: 1 EP and 5 manpower for 1 Brigade.
Special Forces Brigades: A warning, if you use these like regular infantry, they will die in truckloads, also the more you make the less effective they are. 1 EP and 1 manpower for 1 brigade.
Naval Unit Pricing
Destroyer: 1 EP and 1 Manpower, for 3 ships. These vessels can travel on the ocean and on medium to large rivers and lakes.
Light Cruiser: 1 EP and 1 Manpower, for 2 ships. These vessels can travel on the ocean and on large rivers and lakes.
Armored Cruiser: 1 EP and 1 Manpower for 1 ship. These vessels can travel on the largest lakes and rivers and on the ocean.
Dreadnought: 4 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas.
Submarines: 1 EP and 1 Manpower for 4 ships. These vessels can travel medium range, they cannot travel too long distances, and must often come up to resurface and to go back to ports for resupply. However, they are deadly weapons, and many a merchant ship will remain at the bottom due to these.
Air Unit Pricing
Zeppelin Squadron: 1 EP and 1 Manpower for 6. They can only be used for air to ground activity. This unit can bomb cities and enemy positions, yet they are sitting ducks when fighter planes come after them
Fighter Squadron: 1 EP and 1 Manpower for 24. These are the first planes of a traditional sort. They are mostly good for scouting, and not so much for bombing, depending on your air quality, and decent for air-air combat.
Projects vs. Policies
Projects are the equivalent to wonders in this NES. You may devise any sort of Great Project you please, as long as it fits with your nation and capabilities. Simply inform me of the project and your intended goals for it, and I will give you a price.
A policy would be a government law you enact that doesn’t always require spending. This can be something like the USA giving women sufferage, which would not require ep. In contrast, the Confederate States might determine to begin opening extermination camps for their blacks, and it would require ep for the trucks, camps, and poison gas. It will therefore be kept track of in stats. Policies can help in a variety of ways but are not always needed, so don’t go overboard.
Your Nations Map Color
Each nation has a specific map color, though political situations may alter that color. If one nation is highly influenced by another, it will take on a color similar to the influencing nation. If a nation is occupied, it will take on a similar color to the occupying nation. Likewise, if a nation is, say, becoming communist, it will turn red.
Orders, Tips, and Updates
If a question is asked in which the answer is clearly in the above ruleset, I will not answer it and will ignore you until you figure it out.
Orders in on time will always help you.
While stories or elaborate economic growth programs are no longer needed for a nation’s success, I’m not discouraging them. If you do programs, projects, and so forth and tell good stories, there may very well be rewards for your efforts.
If anything is not clear or confusing above, please let me know and I will strive to fix it. If you have questions which are not clearly answered here, I will be more than willing to add a section on this page to prevent future confusion.
Thank You
Eq for the ruleset, several (hundred) ideas, among other things.
Dachs for providing an easy to follow guide
And a big thanks to Amon Savag, DarthNader.