What Type?

Kal'thzar said:
First, only people helping can make reservations

oh and Grandmaster cause i was going to do his nes, so i feel slightly guilty.

otherwise no sorry.

Umm....well I invaded you as Italy. That helped in some abstract way because you won and I gave your army expierence right? :mischief:

If I can't reserve can I at least claim a nation and threthan death to any that try to take it? :mad:

I have my heart set on Japan and any that want it will have to meet me for pistols at dawn. :ar15:
 
I think we should try to talk Toteone into taking the Military Buddhists. If I play them, I will have to pretend to be 100% insane, whilst I am only 90%. Toteone, however, will instinctively know what to do as Sternberg, because frankly I increasingly suspect that Toteone is his reincarnation.

So I take... the VKP(b).
 
das said:
I think we should try to talk Toteone into taking the Military Buddhists. If I play them, I will have to pretend to be 100% insane, whilst I am only 90%. Toteone, however, will instinctively know what to do as Sternberg, because frankly I increasingly suspect that Toteone is his reincarnation.

So I take... the VKP(b).

Theres no wway you're 90% insane. I am far more insane than you :p
 
silver 2039 said:
Theres no wway you're 90% insane. I am far more insane than you :p

And I'm still more insane than you are. :p
 
silver, I take it as a compliment. I like my league, it has a large hall of emptiness. I ca nruin a nation in under 5 turns, and I relish those opportunities. :D
 
I think that if we want to get a urmmm realistic Cold war date scenario without the USA or USSR we put sheep and Fantasmo in charge of those countries and watch them disintergrate, THEN useing that as the background to an alt his start a new game. (but with no superpowers see?)
 
Ok i just cobbled this together from Das's and Goobers rule set. Please critisize.

Economy:

This is a measure of how good your nation’s economy is doing. Each turn, you have “eco” to spend,
which represent a portion of your budget. Note that you automatically spend enough to sustain whatever
infrastructure, etc. you have in place. Consider the eco that you spend to be additional. Everything is
sustained by your budget, although I reserve the right to make nasty random events occur, or positive ones,
which will randomly change things, but never too drastically. In order to advance to the next eco level,
you must invest your eco/turn+1 into your economy. There is no maximum eco level. You may invest as much
into your economy as you like per turn.

Example:
Your economy is at level 1. You must invest 2 eco to boost your eco/turn to 2.
You do not need to invest the eco required to boost your eco/turn to the next level immediately.
You can invest over time.

Example: Your current eco/turn is 10. You want to up that to 11. You must invest 11 eco to do it,
but it doesn't have to be all at once. You could, for example, invest 5 eco for 2 turns, and one on
the 3rd turn. It will be saved for the next turn.

Here are the eco levels, and a description of your economy, at each level:

Shattered (1) - Barely functioning (2) - Mostly Functioning (3) - Functioning (4) - Severe Depression (5)
- Depression (6) - Recession (7) - Failing (8) - Stable (9) - Normal (10) - Above Normal (11) - Growing (12)
- Strong (13) - Very Strong (14) - Prosperous (15) - Very Prosperous (16) - Extremely Prosperous (17) -
Outstanding - (18) - Very Outstanding (19) - Powerhouse (20) - Superpower (21+)

In ones economic stats, one will now see that some people have stats that look like this:

Economy: XXXX (A/B/C/D). This is interpreted as follows:

XXXX - Verbal Description of your Economy
A - Eco required to raise economy to next level (B+1)
B - Eco you spend/turn (Don't forget Bonus eco, etc.)
C - Eco that you have banked, and can spend anytime.
D - Eco that you owe other people, your Debt. Note that this goes up over time, due to Interest.

So, the above person has A invested to increase their economy, they can spend B in one turn, and they
have C banked, which means that they spend that C eco anytime they like. Furthermore, they owe D to other
countries. If you have any questions about this vital part of this NES, just ask me.

Industry
This is the Manufacturing output of your nation. invest one eco point to increase industry by 5.
Industry levels can become saturated (NZ can NOT produce 2000000 tanks a year....).
Industry is also a reflection of your infrastructure. Industry is linked to your economy,
if your economy rises Indusrty might rises too (10 points per eco level), However a fall in
eco means fall in Industry points and vice versa. (of course you still can't increase your
industry beyond "saturation level" at which point i assume economy development goes into Serivices
(note i left agriculture complety out).

Most importantly industry will be used as a multiplier for the military. Spend one eco point on Infantry get Ind points
times Eco points (* by some random modifier by me, so you don't get the same amount of infantry as Tanks per eco point)


Mobilization
increases the random modifier by a small amount. But trade is reduced and causes social upheaval etc.
Allows Conscription.

Stability
Does just as it sounds, determines how stable your nation is. The higher the level, the better.
If you do anything drastic to your nation, that will affect Stability, negatively. Stability can be
increased, through projects, or Government change. The number in brackets determines the eco needed to
be invested to get to the next level. Stories really help with increasing stability. The concept of
stability also includes other things like moral, government approval rating, culture and stability itself.

Number in brackets show how many eco points are required to get that level from the previous level.

Stability types:
1. Revolutionary
2. Dangerous (3)
3. Unstable (2)
4. Normal (2)
5. Above Normal (2)
6. High (3)
7. Amazing Stability (4)


Projects/Technologies
Anything reasonable goes. You state what it does I note it down give you a time period (just an estimation),
and an expected cost for the thing (also an estimation)


Culture
This is how culturally strong, patriotic and unified your nation is. A nation with strong patriotism is
less likely to fall into a civil war, and it’s people would resist most invaders and otherwise help their
government. This also influences army morale. A nation with weak patriotism is unlikely to be as resistant
to outside threats, there will often be rebellions and defections.

Number in brackets show how many eco points are required to get that level from the previous level.

None-Divided (3) -Untrusting (1) -Average (2) -Strongly Cultured (2) -Devoted (2) -Patriotic (3)
-Hyperpatriotic (3) -Jingoist (4) -Uberpatriot (5)


Confidence
People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact,
a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the
rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the
rulers will care by then... You can grow confidence by economy (propaganda), but wouldn’t it be easier
to write a speech or persuade the people that you are the leader they need?

Number in brackets show how many eco points are required to get that level from the previous level.

Lynching-Hateful (3) -Resentful (1) -Barely Tolerating (2)-Tolerating (2)-Respecting (2)-Admiring (3)
-Loving (4) -Nation Personified (5)

Education

This is just how your people are... educated, I guess. Obvious enough. With a good education, you have
better chances of receiving a “miraculous invention”. You could design better walls and siege engines,
and ships for that matter, with higher education. It also affects just how advanced are your weapons,
and thus the success of your army in a battlefield.

Number in brackets show how many eco points are required to get that level from the previous level.

None-Dumb (3) -Illiterate (1) -Tolerable (2)-Literate-Educated (2) -Well Educated (2) -Perfect (3)
-Academic (4) -Enlightenment (5)

Military

That will, as of now, consist of army and navy and the airforce. These will be
number-based as it gives more versatility.

What will you have in it? Anything that is allowed by current tech. (thus harsh climate infantry, Commando's
etc) Each eco point spent on the military will increase a section by eco point * ind points * random Number.
But know that if you have too large an army, your economy will probably suffer, as will perhaps, depending
on your culture's stance on war, your confidence; ofcourse, both could be restored by succesful military
campaigns.

Using advanced tactics and strategy is advised. If you just order “attack enemy on the border with 10,000 men
, I will think that you order me to launch a mere charge at the enemy. That might work, but rarely. Also,
pay attention to supplies and logistics; while not in the stats, you have to understand that sometimes,
a smaller but well-equipped force is much more effective then a huge horde that has nothing to eat and
is surrounded by barren, hostile terrain; also, that your fleets need good ports to operate at their best.


UUs - 5 per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy).
I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from
other battalions/ships in the stats. They are grown as normal units. Remember to keep them REALISTIC. To get UU you must research them like a project,
depending on the UU. Note UU can be UU that go on into general usage, i.e. tanks in the first world war, first the brits, now everyone has em.
I might give you a bonus because you invented them first so your country has more time to think about it. (this is basically a more fluid UU system)

Conscripts - Their amount is determined by me, and I will determine it according to a whole lot of factors. Require mobilisation first. Conscripts are units that have no training whatsoever


Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points.
If a section of the army grows too quickly, there will be a chance of training level lowering. Conscripts begin with "None"
Training. All others begin with Green. Rough average Training also represents the leadership quality of your Army.

Number in brackets show how many eco points are required to get that level from the previous level.

None - Mob (3) - Survivors (3) - Green (3) - Inexperianced (2) - Tolerable (2) -Trained (4) - Vetrens (4)- Professional (5) -Elite (6)
 
*raises hand* Wouldn't it be better for the training that you used das's training lvls? it's sounds nicer and it would make it harder to raise training.
 
Oh and the Usual fields

Nation Name
govenrment
Ruler/Player
Notes
Capital

Basic types/"Random modifier"

Infantry /1000
UU Infantry / 500

Cavalry / 500
UU Cavalry 250

Tanks / 200
UU Tanks / 100

Artillery/Anti Air etc / 400
UU above / 200

fighters 150
Bombers 100
UU Fliers 60

Small Ships 40
Medium Ships 30
Large Ships 20
Submarines 40

Example Economy 15 Example Ind points 100

(to get military units eco points time ind number times "random number")
so say for infantry you spend 1 eco poin on Infantry you get

1 * 100 *1000 (?) = 100 000

whilst UU infantry would be

1 * 100 * 500 (?) = 50 000


Or can someone think either better numbers or better system?
 
Theres no wway you're 90% insane. I am far more insane than you

You're 95% insane.
And I'm still more insane than you are.

200%, but Toteone's insanity and your insanity are different.
Oh and people please don't ruin this NES with your craziness, or else the pandakampfwagens shall blitzkrieg you.

With the exception of whoever will play the Military Buddhists...

No complaints on the rules.
 
Warlord Fields will be as such then.

Nation Name:
Ruler/Player:
Government:
Capital:
Economy:
Industry:
Stablity:
Culture:
Confidence:
Education:
Army (training in brackets beside each unit type):
Navy (""):
Airforce (""):
Projects/Techs:
Notes:
 
Btw, Kal'thzar, what about cavarly? It was rather important...
 
Oh yeah

I was going to keep a different secret file for this but basically everyones Intel levels are going to be on a secret area so you don't know what they are like in compasiron to other intel services. You don't know where you are :p so when you get to the max you might STILL put money into it, it just gets wasted. (think corruption, burocracy etc)

Still Levels

None - Horrible (2) - Bad (3) - Ok (4) - Pervasive (5) - Big Brother (6)

someone can think of better names but i think i'll keep the last two :p
 
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