Warlords of North America Revisited
Introduction
This NES is the latest in my attempts to provide fun warfare in a modern American setting. My old NES revolved around the cities and was limited in its system, this one is to provide unheard levels of creativity to not only the fighting of war, but to the development of units as well. Furthermore I hope to reflect the aspect of resource trade and resource exhaustion as reflected in Ed o’ War’s mod for Civilization 3. The new creativity aspects will test you on your survivability in a post-apocalyptic society. Anything goes with units and the discovery of resources. Being aware of the geography and demographics of North America will also be very useful.
My other NES, The World Turned Upside, has hit its swing and has definite survivability. This said, should a conflict occur between this NES and that one, The World Turned Upside Down will always come first. That said, I’ll do my best to achieve the same kind of stability for this NES as well. I hope for full participation from all involved.
One final note, I merely picked the candidate for 2008 who is most likely to lead America and the world to chaos. This does not reflect any personal bias of mine, and both Republicans and Democrats are useless remnants of a decadent past. Please be open minded, and don’t let things devolve into a discussion of politics which won’t really matter come the Revolution.
Background
2008: After heavy dispute and a tie in the electoral college, Hillary Clinton is confirmed as the most unpopular elected President in history following a controversial Supreme Court ruling.
2009: United States military forces are withdrawn from Iraq, sparking a devastating civil war in the region. Iranian military forces move in, effectively annexing the region.
2010: Iran uses a nuclear weapon against Tel Aviv sparking a major nuclear confrontation between Israel and the Muslim world, devastating the Middle East and the world oil supply. The loss of Muslim oil causes China to launch an invasion of Russia's oil rich regions of Siberia in order to compensate for growing Chinese energy needs. War between China and Russia leads to a limited nuclear exchange which devastates both nations politically and economically. Russian firing of oil wells to prevent capture by the Chinese effectively seals Europe's fate for a reliable oil source.
2011: President Clinton approves opening of Alaskan oil, but too little too late as gas prices hit an all time high. Riots in most major American city create chaos, and Clinton and her Cabinet disappear en route to Camp David. Europe has major blackouts and comes to a complete economic standstill.
North America as of January, 2012: With most of the United States in urban unrest, local and state governments have failed to restore order. Blackouts have occurred throughout much of the United States, only some regions with alternative sources of power have the lights still on. Gangs and strongmen have attempted to take charge and have exacerbated the anarchy. Refugees flood into Mexico and Canada, bringing about a rapid collapse of both governments. Similar anarchy begins in Cuba following the death of Raul Castro, sparking a civil war on the island and spreading chaos to the rest of the Caribbean.
In this chaos, leaders must assemble what they can, as warlords claim portions of America. Parts of the country still could function, as alternative energy and the possibility of mass producing hydrogen powered cars could one day restore normality. With the rest of the world in darkness, America must struggle through the Second Dark Age for a new future.
Rules
Setting up Your Faction
Uniquely in many NESes, you do not start out with generic units in a set amount. Your units and stats will be determined with your background and starting location. An example is provided below. But based on how you came to power you will receive a certain amount of units of a variety of types. To create your faction pick a starting city and follow the format below. Remember, the more detailed or interesting the background, the better starting economic and military position you will begin with. Entertain me.
A Sample Nation Set up
Federal Emergency Management Agency
Leader: Director Paul Maxson
Government: Martial Law
Base City: Washington, District of Columbia, former USA.
Rise to Power: With the disappearance of President Clinton and her Cabinet, Director Maxson of the Federal Emergency Management Agency remained the only high ranking authority in the capital following the burning of the Pentagon. Maxson declared martial law and took authority of several regular military forces in the area around the city. The director moved quickly to quell would-be gangster warlords and restored order to the former nation’s capital. Recalling the remnants of Congress, Maxson quickly was voted in as President for the duration of the conflict and granted near absolute power over the remains of the federal government. Seizing control of the Potomac River water source and restoring water flow to the city has been a major success, in addition to providing some limited power using hydroelectric sources. Maxson is well on his way to gaining power over much of Maryland and Virginia.
Nation Statistics
Sample Statistics
Federal Emergency Management Agency
Leader: Director Paul Maxson (Player name)
Government: Dictatorship
Capital: Washington D.C.
Funds: $15,000,000
Resources: Electricity, Small Arms, Heavy Equipment, Canned Food
Population: 5,300,000
Public Opinion: Neutral
Army: 35,000 Regulars; 100 Abrams
Navy: none
Air Force: 90 F-16s
Government
You can have a republic or democracy; you can have any type of government you’d like. Your government can have an effect on how your people react. You can create any type of government imaginable, just beware of the practical consequences of proclaiming yourself a god king or something along those lines. As a warning, in a representative government you will have a lot less control over things and you can even find your Senates passing legislation without your approval. You’ve been warned.
Funds
Unlike in other NESes, there is no regular form of economic generation. You start with a set amount of cash, which can be increased depending on your actions, the most obvious being looting banks and jewelry stores for the funds available there. Money can be used to bribe enemy soldiers, purchase land or resources. Also it is used to convert regular population into soldiers.
If you have some sort of project or new unit, all you have to do is mention it in your orders to me. If it is a new unit or a type of old unit which has not been used yet, you get a few of them for free! For further production however, the cost will be available in this first post.
Once again I’d like to reiterate that there is no regular form of fund generation, money is only gained through your actions or trade. When money is spent, it is gone completely. This represents the purchasing powers which would gradually decline over time.
Resources
Without resources, the largest population or bankroll is meaningless. Resources allow you to maintain unit production or use. Without gas, your fancy Abrams tanks can’t move very far. Without canned foods or any source of food at all, you’ll find your people starving, dying, or moving away to a place with better stability.
When a resource is listed with your nation that means you have a surplus that has not yet been used up. This surplus can be traded to other nations, but be warned, if two factions are using the same resource stockpile, the stockpile runs out that much quicker. The one exception to the rule is electricity, which you can maintain as long as you have a working power plant.
Also, available resources will change over time, particularly if you players tell me something I’m missing. For now here is a list of possible resources and how they can help you in your quest for power; as divided into what type of resource they are:
Survival Resources: These resources keep your population happy and fed. If you lose one, trade for one or conquer one as soon as you can. If your surplus disappears, you’re not far away from mass starvation and extensive unrest.
Electricity: As long as you have the means to power you plants, electricity will power your domain. Coal and oil plants of course require resources, however if you have a nuclear, hydroelectric, or wind/solar plant, you can have that electricity for free nonstop. Electricity helps you stay in the modern age, with it you have computers, lighting, and a happy population. To severely mess up someone’s day, destroy their power plant.
Crops: If you have extensive farmlands, enough to produce a surplus, this resource is one that won’t easily disappear. With Crops you can feed your people indefinitely. Be warned though if war destroys your fields or your population becomes too large, the surplus can disappear before your eyes. Orders which call for planting of new crops could cause new surpluses to emerge in your faction, even if you did not have agriculture previously.
Canned Foods: All factions will start with canned goods, which provide the first source of food. Canned foods will run out within the first year almost everywhere depending on population growth and trade. Remember though, in territory conquered there’s likely to be even more canned food to find.
Fuel: This resource represents oil and gasoline, everything needed to keep cars and tanks running. You can allow this for use domestically for civilians, which will help keep people happy, but doing so causes your stockpile to diminish quicker. Launching a mechanized war with tanks and planes will cause the fuel to vanish quickest, so keep that in mind when salvaging for new weapons.
Coal: This resource is solely used to power old fashioned power plants, but could possibly be used for other purposes. I'll leave it to you to decide the uses.
Military Resources
Small Arms: This represents a stockpile of military grade munitions which can be used to arm your forces. Mostly these come from National Guard armories and military bases. This is the most common type of military resource. Eventually, these can actually be produced in factories, though likely not for a long time.
Heavy Equipment: This represents tanks, armored cars and planes all of military grade. These are vital if you want to rearm your nation and build a modern military machine. Remember though, most of these weapons require some form of fuel to run.
Electronics: These represent the advanced computers and machines needed to run the most modern military equipment. These are needed for the best of the equipment available.
For now these are the only resources available. If you think of one I missed, just let me know and I’ll post it here and we’ll keep this fluid and updated.
Population
Population of course measures the amount of people in your territory held. People of course are needed to exploit resources and man your military machine. There is population cost for training regulars and militia, and military numbers are taken out of your total population. Also, with the chaos that North America is now in, growth is stagnant and population is far more likely to decline in all of your territories. What population is in the continent now is how it will stay. Emigration and war will decrease your population, while conquest and occasional immigration will increase it.
Being a kind ruler will increase immigration; being a cruel ruler will decrease emigration. Somewhere in the middle can vary how many people emigrate or immigrate.
Public Opinion
This measures how much the people love or hate you. As mentioned above this effects how many of your people stay or move from your territory. This is measured particularly by how you fight wars, your causes, your background, and if you use nuclear weapons. The scale is this from evil to good:
Feared-Reviled-Hated-Disliked-Neutral-Liked-Respected-Honored-Exalted
Military
This is where real creativity comes into play. You are free to develop any sort of units you’d like as long as there is a basis in reality. Look up things in the area you have to determine what you can build; anything is possible. However there are a few forms of generic units, and these are included below along with available other units. As a note, if you invent a unit, another player can build it for the cost below if they have the required resources.
The monetary cost reflects the amount of energy it would cost to train and rearm for war. Abrams and other tanks are far more expensive because they require vast amounts of electronic knowledge in addition to the training and reequipment they would require for fighting in the United States.
Army:
Militia: $10,000 and 1,000 population for 1,000 Militia. Requires no resources, but are the weakest available unit to use. They are best on the defensive, particularly when fighting for their own homes.
Regulars: $25,000 and 1,000 population for 1,000 regulars. Requires Small Arms to build and are the basic unit for warfare. These are military trained forces and provide the basis of any type of support for a war.
Texas Rangers: $40,000 and 500 population for 500 rangers. These are elite soldiers which consist of only Texans and the best soldiers in the state. Require Small Arms and a city in Texas to train.
Civil Protector: $15,000 and 1,000 population for 1,000 Protectors. These are forces which are remotely better than militia through superior organization. They possess the same type of civilian arms as militia, but are almost as well organized as Regulars.
Ruiner: $10,000 for 1 Ruiner. These are heavily modified semi-trucks which possess light cannon and machine guns. They require Small Arms to build
Abrams Main Battle Tank: $50,000 for 1 Abrams. Requires Heavy Equipment, Electronics, and Small Arms to construct. These expensive tanks are the most powerful available. If you have one, use them cautiously, if they are lost, they are incredibly hard to efficiently recover with lost funds. Be warned that the Abrams requires fuel to operate effectively.
Leopard Main Battle Tank: $50,000 for 1 Leopard. Requires Heavy Equipment, Electronics, Small Arms. They can only be built in Canadian cities. These tanks are the Canadian answer to the American Abrams.
Goliath Main Battle Walker: $200,000 for 1 Goliath. Requires Heavy Equipment, Electronics. These are the first war-ready walkers, they require the crew of a single man and function as more of an armored, well-armed exoskeleton for the soldier. Only time will tell whether they are worth the cost.
Road Warrior Halftrack: $20,000 For 1 Road Warrior. Requires Small Arms. These are converted buses used as armored personal carriers. Could be used for mobile combat.
Conquest Main Battle Tank: $30,000 for 1 Conquest. Requires Heavy Equipment. These are tanks built from scratch using recycled SUVs and other civilian vehicles. They are more on par with WW2 era tanks than modern ones.
Davis Flak Tank: $25,000 for 1 Davis. Requires Heavy Equipment. These are also tanks built from scratch, but rather than a main cannon they possess a flak gun. The Davis is a tank far more suited for anti-helicopter and anti-infantry purposes than anti-tank ones.
Lynx: $20,000 for 1 Lynx. Requires Small Arms. These are converted snowmobiles for military purposes. Best designed for combat under winter conditions, these are armed with machine guns and sometimes RPGs.
Navy:
Defender: $10,000 for 1 Defender. Requires Small Arms to construct; Can only be built in a coastal city. The Defender is an old Coast Guard ship which moves quickly and is armed with a sole machine gun. Mostly in the past these ships have relied on catching up to a hostile ship then boarding it.
Sailing Frigate: $15,000 for 1 Sailing Frigate. Requires Small Arms to construct. Capable of carrying more soldiers than a Defender, these ships are additionally more heavily armed though significantly slower. They can run without fuel and do not require the same level of matianence that more modern weapons do.
Air Force:
F-16: $25,000 for 1 F-16. Requires Heavy Equipment and Electronics to construct. These are the basic jet fighter for the United States. Like the Abrams these can be expensive and require fuel to use effectively.
Phantom Gunship: $150,000 for 1 Phantom. Requires Heavy Equipment and Electronics to construct. These provide air to ground fire support using powerful side armnaments and advanced tracking elections. However, the cost is hefty as very few remain to reclaim throughout the former United States.
Hummingbird: $15,000 for 1 Hummingbird. Requires small Arms. These provide air to ground helicopter support, however they are incredibly vulnerable to heavy arms fire. The cost is cheap and these are easy to create for any faction.
Unbuildable Units:
This types of soldiers or weapons cannot be built again until a point in the future. Often these are far more powerful than existing counterparts.
T-95: Russian main battle tank, brought to America by the expedition to Seattle. These outclass the Abrams in fighting power and if properly fuelled are the most powerful armored vehicle in North America.
The list is at the moment incredibly small. Remember, you have to invent or reinvent units to open up more for production. I will determine price and resources required for any new units you may create. Also, resources are limited, if they run out, you will be unable to produce much more of higher tech weapons. Ye’ve been warned.
Expansion
Every faction will begin in a single city. From here you must carve out your empires in any way possible. Expansion can be handled as creatively as you can, though I’ll warn you against expanding too quickly as there could be repercussions if you do not spend the proper time securing a region.
"white" regions on the map are areas where chaos and anarchy still reign. These have to be conquered through force of arms with a few exceptions.
You can conclude temporary alliances or treaties with other factions, but always consider the inevitable complete victory you must achieve. The game will end when only one faction exists or everyone concedes victory to one player.
Orders
You may send in orders in whatever style or fashion you please. When sending orders, only reality is the limit. You may use any innovative technique to gain money, men, or machines. Good orders will help you discover sources of resources, or even create new units. Good luck.
Introduction
This NES is the latest in my attempts to provide fun warfare in a modern American setting. My old NES revolved around the cities and was limited in its system, this one is to provide unheard levels of creativity to not only the fighting of war, but to the development of units as well. Furthermore I hope to reflect the aspect of resource trade and resource exhaustion as reflected in Ed o’ War’s mod for Civilization 3. The new creativity aspects will test you on your survivability in a post-apocalyptic society. Anything goes with units and the discovery of resources. Being aware of the geography and demographics of North America will also be very useful.
My other NES, The World Turned Upside, has hit its swing and has definite survivability. This said, should a conflict occur between this NES and that one, The World Turned Upside Down will always come first. That said, I’ll do my best to achieve the same kind of stability for this NES as well. I hope for full participation from all involved.
One final note, I merely picked the candidate for 2008 who is most likely to lead America and the world to chaos. This does not reflect any personal bias of mine, and both Republicans and Democrats are useless remnants of a decadent past. Please be open minded, and don’t let things devolve into a discussion of politics which won’t really matter come the Revolution.
Background
2008: After heavy dispute and a tie in the electoral college, Hillary Clinton is confirmed as the most unpopular elected President in history following a controversial Supreme Court ruling.
2009: United States military forces are withdrawn from Iraq, sparking a devastating civil war in the region. Iranian military forces move in, effectively annexing the region.
2010: Iran uses a nuclear weapon against Tel Aviv sparking a major nuclear confrontation between Israel and the Muslim world, devastating the Middle East and the world oil supply. The loss of Muslim oil causes China to launch an invasion of Russia's oil rich regions of Siberia in order to compensate for growing Chinese energy needs. War between China and Russia leads to a limited nuclear exchange which devastates both nations politically and economically. Russian firing of oil wells to prevent capture by the Chinese effectively seals Europe's fate for a reliable oil source.
2011: President Clinton approves opening of Alaskan oil, but too little too late as gas prices hit an all time high. Riots in most major American city create chaos, and Clinton and her Cabinet disappear en route to Camp David. Europe has major blackouts and comes to a complete economic standstill.
North America as of January, 2012: With most of the United States in urban unrest, local and state governments have failed to restore order. Blackouts have occurred throughout much of the United States, only some regions with alternative sources of power have the lights still on. Gangs and strongmen have attempted to take charge and have exacerbated the anarchy. Refugees flood into Mexico and Canada, bringing about a rapid collapse of both governments. Similar anarchy begins in Cuba following the death of Raul Castro, sparking a civil war on the island and spreading chaos to the rest of the Caribbean.
In this chaos, leaders must assemble what they can, as warlords claim portions of America. Parts of the country still could function, as alternative energy and the possibility of mass producing hydrogen powered cars could one day restore normality. With the rest of the world in darkness, America must struggle through the Second Dark Age for a new future.
Rules
Setting up Your Faction
Uniquely in many NESes, you do not start out with generic units in a set amount. Your units and stats will be determined with your background and starting location. An example is provided below. But based on how you came to power you will receive a certain amount of units of a variety of types. To create your faction pick a starting city and follow the format below. Remember, the more detailed or interesting the background, the better starting economic and military position you will begin with. Entertain me.
A Sample Nation Set up
Federal Emergency Management Agency
Leader: Director Paul Maxson
Government: Martial Law
Base City: Washington, District of Columbia, former USA.
Rise to Power: With the disappearance of President Clinton and her Cabinet, Director Maxson of the Federal Emergency Management Agency remained the only high ranking authority in the capital following the burning of the Pentagon. Maxson declared martial law and took authority of several regular military forces in the area around the city. The director moved quickly to quell would-be gangster warlords and restored order to the former nation’s capital. Recalling the remnants of Congress, Maxson quickly was voted in as President for the duration of the conflict and granted near absolute power over the remains of the federal government. Seizing control of the Potomac River water source and restoring water flow to the city has been a major success, in addition to providing some limited power using hydroelectric sources. Maxson is well on his way to gaining power over much of Maryland and Virginia.
Nation Statistics
Sample Statistics
Federal Emergency Management Agency
Leader: Director Paul Maxson (Player name)
Government: Dictatorship
Capital: Washington D.C.
Funds: $15,000,000
Resources: Electricity, Small Arms, Heavy Equipment, Canned Food
Population: 5,300,000
Public Opinion: Neutral
Army: 35,000 Regulars; 100 Abrams
Navy: none
Air Force: 90 F-16s
Government
You can have a republic or democracy; you can have any type of government you’d like. Your government can have an effect on how your people react. You can create any type of government imaginable, just beware of the practical consequences of proclaiming yourself a god king or something along those lines. As a warning, in a representative government you will have a lot less control over things and you can even find your Senates passing legislation without your approval. You’ve been warned.
Funds
Unlike in other NESes, there is no regular form of economic generation. You start with a set amount of cash, which can be increased depending on your actions, the most obvious being looting banks and jewelry stores for the funds available there. Money can be used to bribe enemy soldiers, purchase land or resources. Also it is used to convert regular population into soldiers.
If you have some sort of project or new unit, all you have to do is mention it in your orders to me. If it is a new unit or a type of old unit which has not been used yet, you get a few of them for free! For further production however, the cost will be available in this first post.
Once again I’d like to reiterate that there is no regular form of fund generation, money is only gained through your actions or trade. When money is spent, it is gone completely. This represents the purchasing powers which would gradually decline over time.
Resources
Without resources, the largest population or bankroll is meaningless. Resources allow you to maintain unit production or use. Without gas, your fancy Abrams tanks can’t move very far. Without canned foods or any source of food at all, you’ll find your people starving, dying, or moving away to a place with better stability.
When a resource is listed with your nation that means you have a surplus that has not yet been used up. This surplus can be traded to other nations, but be warned, if two factions are using the same resource stockpile, the stockpile runs out that much quicker. The one exception to the rule is electricity, which you can maintain as long as you have a working power plant.
Also, available resources will change over time, particularly if you players tell me something I’m missing. For now here is a list of possible resources and how they can help you in your quest for power; as divided into what type of resource they are:
Survival Resources: These resources keep your population happy and fed. If you lose one, trade for one or conquer one as soon as you can. If your surplus disappears, you’re not far away from mass starvation and extensive unrest.
Electricity: As long as you have the means to power you plants, electricity will power your domain. Coal and oil plants of course require resources, however if you have a nuclear, hydroelectric, or wind/solar plant, you can have that electricity for free nonstop. Electricity helps you stay in the modern age, with it you have computers, lighting, and a happy population. To severely mess up someone’s day, destroy their power plant.
Crops: If you have extensive farmlands, enough to produce a surplus, this resource is one that won’t easily disappear. With Crops you can feed your people indefinitely. Be warned though if war destroys your fields or your population becomes too large, the surplus can disappear before your eyes. Orders which call for planting of new crops could cause new surpluses to emerge in your faction, even if you did not have agriculture previously.
Canned Foods: All factions will start with canned goods, which provide the first source of food. Canned foods will run out within the first year almost everywhere depending on population growth and trade. Remember though, in territory conquered there’s likely to be even more canned food to find.
Fuel: This resource represents oil and gasoline, everything needed to keep cars and tanks running. You can allow this for use domestically for civilians, which will help keep people happy, but doing so causes your stockpile to diminish quicker. Launching a mechanized war with tanks and planes will cause the fuel to vanish quickest, so keep that in mind when salvaging for new weapons.
Coal: This resource is solely used to power old fashioned power plants, but could possibly be used for other purposes. I'll leave it to you to decide the uses.
Military Resources
Small Arms: This represents a stockpile of military grade munitions which can be used to arm your forces. Mostly these come from National Guard armories and military bases. This is the most common type of military resource. Eventually, these can actually be produced in factories, though likely not for a long time.
Heavy Equipment: This represents tanks, armored cars and planes all of military grade. These are vital if you want to rearm your nation and build a modern military machine. Remember though, most of these weapons require some form of fuel to run.
Electronics: These represent the advanced computers and machines needed to run the most modern military equipment. These are needed for the best of the equipment available.
For now these are the only resources available. If you think of one I missed, just let me know and I’ll post it here and we’ll keep this fluid and updated.
Population
Population of course measures the amount of people in your territory held. People of course are needed to exploit resources and man your military machine. There is population cost for training regulars and militia, and military numbers are taken out of your total population. Also, with the chaos that North America is now in, growth is stagnant and population is far more likely to decline in all of your territories. What population is in the continent now is how it will stay. Emigration and war will decrease your population, while conquest and occasional immigration will increase it.
Being a kind ruler will increase immigration; being a cruel ruler will decrease emigration. Somewhere in the middle can vary how many people emigrate or immigrate.
Public Opinion
This measures how much the people love or hate you. As mentioned above this effects how many of your people stay or move from your territory. This is measured particularly by how you fight wars, your causes, your background, and if you use nuclear weapons. The scale is this from evil to good:
Feared-Reviled-Hated-Disliked-Neutral-Liked-Respected-Honored-Exalted
Military
This is where real creativity comes into play. You are free to develop any sort of units you’d like as long as there is a basis in reality. Look up things in the area you have to determine what you can build; anything is possible. However there are a few forms of generic units, and these are included below along with available other units. As a note, if you invent a unit, another player can build it for the cost below if they have the required resources.
The monetary cost reflects the amount of energy it would cost to train and rearm for war. Abrams and other tanks are far more expensive because they require vast amounts of electronic knowledge in addition to the training and reequipment they would require for fighting in the United States.
Army:
Militia: $10,000 and 1,000 population for 1,000 Militia. Requires no resources, but are the weakest available unit to use. They are best on the defensive, particularly when fighting for their own homes.
Regulars: $25,000 and 1,000 population for 1,000 regulars. Requires Small Arms to build and are the basic unit for warfare. These are military trained forces and provide the basis of any type of support for a war.
Texas Rangers: $40,000 and 500 population for 500 rangers. These are elite soldiers which consist of only Texans and the best soldiers in the state. Require Small Arms and a city in Texas to train.
Civil Protector: $15,000 and 1,000 population for 1,000 Protectors. These are forces which are remotely better than militia through superior organization. They possess the same type of civilian arms as militia, but are almost as well organized as Regulars.
Ruiner: $10,000 for 1 Ruiner. These are heavily modified semi-trucks which possess light cannon and machine guns. They require Small Arms to build
Abrams Main Battle Tank: $50,000 for 1 Abrams. Requires Heavy Equipment, Electronics, and Small Arms to construct. These expensive tanks are the most powerful available. If you have one, use them cautiously, if they are lost, they are incredibly hard to efficiently recover with lost funds. Be warned that the Abrams requires fuel to operate effectively.
Leopard Main Battle Tank: $50,000 for 1 Leopard. Requires Heavy Equipment, Electronics, Small Arms. They can only be built in Canadian cities. These tanks are the Canadian answer to the American Abrams.
Goliath Main Battle Walker: $200,000 for 1 Goliath. Requires Heavy Equipment, Electronics. These are the first war-ready walkers, they require the crew of a single man and function as more of an armored, well-armed exoskeleton for the soldier. Only time will tell whether they are worth the cost.
Road Warrior Halftrack: $20,000 For 1 Road Warrior. Requires Small Arms. These are converted buses used as armored personal carriers. Could be used for mobile combat.
Conquest Main Battle Tank: $30,000 for 1 Conquest. Requires Heavy Equipment. These are tanks built from scratch using recycled SUVs and other civilian vehicles. They are more on par with WW2 era tanks than modern ones.
Davis Flak Tank: $25,000 for 1 Davis. Requires Heavy Equipment. These are also tanks built from scratch, but rather than a main cannon they possess a flak gun. The Davis is a tank far more suited for anti-helicopter and anti-infantry purposes than anti-tank ones.
Lynx: $20,000 for 1 Lynx. Requires Small Arms. These are converted snowmobiles for military purposes. Best designed for combat under winter conditions, these are armed with machine guns and sometimes RPGs.
Navy:
Defender: $10,000 for 1 Defender. Requires Small Arms to construct; Can only be built in a coastal city. The Defender is an old Coast Guard ship which moves quickly and is armed with a sole machine gun. Mostly in the past these ships have relied on catching up to a hostile ship then boarding it.
Sailing Frigate: $15,000 for 1 Sailing Frigate. Requires Small Arms to construct. Capable of carrying more soldiers than a Defender, these ships are additionally more heavily armed though significantly slower. They can run without fuel and do not require the same level of matianence that more modern weapons do.
Air Force:
F-16: $25,000 for 1 F-16. Requires Heavy Equipment and Electronics to construct. These are the basic jet fighter for the United States. Like the Abrams these can be expensive and require fuel to use effectively.
Phantom Gunship: $150,000 for 1 Phantom. Requires Heavy Equipment and Electronics to construct. These provide air to ground fire support using powerful side armnaments and advanced tracking elections. However, the cost is hefty as very few remain to reclaim throughout the former United States.
Hummingbird: $15,000 for 1 Hummingbird. Requires small Arms. These provide air to ground helicopter support, however they are incredibly vulnerable to heavy arms fire. The cost is cheap and these are easy to create for any faction.
Unbuildable Units:
This types of soldiers or weapons cannot be built again until a point in the future. Often these are far more powerful than existing counterparts.
T-95: Russian main battle tank, brought to America by the expedition to Seattle. These outclass the Abrams in fighting power and if properly fuelled are the most powerful armored vehicle in North America.
The list is at the moment incredibly small. Remember, you have to invent or reinvent units to open up more for production. I will determine price and resources required for any new units you may create. Also, resources are limited, if they run out, you will be unable to produce much more of higher tech weapons. Ye’ve been warned.
Expansion
Every faction will begin in a single city. From here you must carve out your empires in any way possible. Expansion can be handled as creatively as you can, though I’ll warn you against expanding too quickly as there could be repercussions if you do not spend the proper time securing a region.
"white" regions on the map are areas where chaos and anarchy still reign. These have to be conquered through force of arms with a few exceptions.
You can conclude temporary alliances or treaties with other factions, but always consider the inevitable complete victory you must achieve. The game will end when only one faction exists or everyone concedes victory to one player.
Orders
You may send in orders in whatever style or fashion you please. When sending orders, only reality is the limit. You may use any innovative technique to gain money, men, or machines. Good orders will help you discover sources of resources, or even create new units. Good luck.