Story. It is Autum 1939. Germany has anexed it's former provinces, Austria and Czechaslovakia. The Japanease have been gearing up for war for years now. The British and French have put a blind eye on Germany's plan as their empire have gone corrupt. The United States has gone under isolation.
This may seem like the real ww2 but not quite. The Latin States came to gether to form the Latin Confederation to challenge Mexico and El Slavador. South America is split between the Andes Alliance, Southern Cross alliance and Brazil. The Balkans have joined together in the Balkan alliance. Spain and Portugal have combined.
--------
Timeline-
1914- World War 1 Starts
1917-: Mexico suprise attacks USA/ USA & Mexico enter WW1
1918: Allied Nations win/Mexico defeated
1920-1939(Colonial Wars)
1920: Latin Confederation Forms(El Salvador left out)
Latin Confederation Attacks El Salvador/Mexico allies with El S.
Mexico wins war against LC
1921: British Afghani War
Britain wins
1922-1923: Greek/Turkish war
France allies Greece
Greece Wins
1928: Mexico conquers Cuba
1930-1931- Balkan War Albania, Bulgaria, Turkey & Yugoslavia vs. Greece and France
Albania knocked out then Bulgaria then Yugoslavia and finally Turkey
French might is main cause of sucess
Largest Colonial War- 225,000 Total Reported Losses
1931-1932: South American War
Andes Alliance: Chile, Bolivia, Peru and Ecuador vs. Southern Cross Alliance: Paraguay,
Argentina, Uruguay, Columbia
Columbia Defeated
Chile Defeated
Paraguay Defeated
South American War ends. AA wins
1933: Greece Joins the Balkan Alliance and replaces Turkey as the key member
1934: Japan begins Rearmament
1935: Columbia joins the Andes Alliance
Italy invades Ethiopia
1936: Ethiopia conquered
Spanish Civil War starts
1937: Venezuela joins Andes Alliance
1938: Italy declares Libya part of Italy
1939: Spanish civil war ends
Spain and Portugal join together
Autum 1939- Australia, UK and America form AAB Alliance
Winter 1939-
-------------
Nations:
Country(Government)
Age:
Player
Army Size(Small 1-4 units)
navel Size (Medium-5-9 Units)
Air Size (Large 10+)
Regular income: Income without any deductions or bonuses from any type of event.
Capital
USA: Democracy
Age: Pre-WW2
Ruler: Jason the King
Army: Small (Pre-WW2)
Navy: Medium (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 37
Capital: Union
Canada: Democracy
Age: Pre WW2
Ruler:
Army: Small (Pre WW2)
Navy: Small (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 18
Capital: Ontario
Mexico: Dictatorship
Age: WW1
Ruler:
Army: Medium (WW1)
Navy: Small (WW1)
Air Force: Small (WW1)
Regular Income: 10
Capital: Mexico
Latin Confederation: Republic
Age: WW1
Ruler:
Army: Medium (WW1)
Navy: Small (WW1)
Air Force: None (WW1)
Regular Income: 8
Capital: Central America
Andes Alliance: Republic
Age: Pre-WW2
Ruler:
Army: Medium (Pre WW2)
Navy: Small (Pre WW2)
Air Force: Small (WW1)
Regular Income: 14
Capital: Peru
Southern-Cross Alliance: Dictatorship
Age: Pre WW2
Ruler:
Army: Medium (Pre WW2)
Navy: None (Pre WW2)
Air Force Small (WW1)
Regular Income: 13
Capital: BA
Brazil: Democracy
Age: Pre WW2
Ruler: Kennelly
Army: Medium (Pre WW2)
Navy: Medium (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 20
Capital: RDJ
United Kingdom: Republic
Age: Pre-WW2
Ruler:
Army: Medium (Pre WW2)
Navy: large (Pre WW2)
Air Force: Medium (Pre WW2)
Regular Income: 44
Capital: Great Britain
France: Republic
Age: Pre-WW2
Ruler:
Army: Medium (Pre WW2)
Navy: Medium (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 34
Capital: N. France
Spain/Portugal: Dictatorship
Age: WW1
Ruler:
Army: Medium (WW1)
Navy: Small (WW1)
Air Force: Small (WW1)
Regular Income: 11
Capital: Spain
Germany: Facist
Age: Early WW2
Ruler: AnarchyRulz
Army: Large (Early WW2)
Navy: Small (Pre WW2)
Air Force: Medium (Early WW2)
Regular Income: 18
Capital: E. Germany
Scandinavia: Republic
Age: WW1
Ruler
Army: Medium (WW1)
Navy: Small (WW1)
Air Force: Small(WW1)
Regular Income: 15
Capital: Swe
Italy: Republic
Age: Pre- WW2
Ruler:
Army: Medium (Pre WW2)
Navy: Medium (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 16
Capital: S. Italy
Balkan Alliance: Republic
Age: Pre WW2
Ruler:
Army: Medium(Pre WW2)
Navy: Small (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 16
Capital: Greece
USSR: Communist
Age: (Pre WW2)
Ruler: naervod
Army: Large(Pre WW2)
Navy: Small (WW1)
Air Force: Medium (Pre WW2)
Regular Income: 29
Capital: Moscow
China: Republic
Age: Pre WW2
Ruler:
Army: Medium (Pre WW2)
Navy: Small (WW1)
Air Force: Small (Pre WW2)
Regular Income: 15
Capital: Beijing
Japan: Dictatorship
Age: Early WW2
Ruler: Heine
Army: Medium (pre WW2)
Navy: Large (Early WW2)
Air Force: Medium (Early WW2)
Regular Income: 14
Capital: Japan
Australia: Republic
Age: Pre WW2
Ruler: Demetrias
Army: Medium(Pre WW2)
Navy: Small (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 18
Capital: New South Wales
NPC:
Iran: Dictatorship
Army: Small(WW1)
Navy: None(WW1)
Air Force: None(WW1)
Regular Income: 6
Saudi Arabia: Dictatorship
Army: Small(WW1)
Navy: None(WW1)
Air Force: None(WW1)
Regular Income: 6
Afghanistan: Dictatorship
Army: Small(WW1)
Navy: None(WW1)
Air Force: None(WW1)
Regular Income: 4
Poland: Republic
Army: Small(Pre-WW2)
Navy: None(WW1)
Air Force: Small(Pre-WW2)
Regular Income: 8
---------------
Governments:
Corruption: Probability of loss of Credits each turn
Production: Probability of increased production/income each turn
Science: Probability of a free or less costly improvement
Military: Defenses of military units. And probability of a free militia/frigate.
Anarchy: No government. Going in-between governments. This last 1 whole turn.
Corruption: a killer.
Production: ceased
Science: None
Military: Weakened. All Defense values above 1 are decreased by 1.
ex. Tank- D 2 now 1
Fascism(Depositism) Ruling with an iron fist. Also some citizens are unhappy
Corruption: Low
Production: Normal
Science: Normal
Military: Normal
Dictatorship(Monarchy) Ruling with a softer iron grip. Not as many unhappy
Corruption: Normal
Production: Normal
Science: Normal
Military: Normal
Communism: Still with the iron fist. Some unhappy.
Corruption: Low
Production: High
Science: Normal
Military: Higher militia level
Republic: Mostly free society. Ruled mostly by legislature.
Corruption: Low
Production: Normal
Science: Normal
Military: Normal
Democracy: Free society. Ruled by the people.
Corruption: Low
Production: Normal
Science: Higher
Military: Normal
------------
Miscellaneous Rules:
Turns: There will be 1 turn every 2 days. 1 Turn equals 4 months(1 season)
Building: All building takes 1 whole turn
Income: Income will some times very do to mines, factories, corruption, etc..
All teritorys produce at least 1 credit. Corruption and distance may cause this not to arrive.
All citys produce 1 Credit
The facility section gives the income of the facilitys
Booms can cause a rise in income.
Lacks can lower income.
Upkeep: Each city can support 2 units each. Each Army base can support 1 land unit. Each Navel base can support 1 Sea unit. And each airfield can support 1 air unit. After that number is reached it will cost an extra 1 credit per two units every turn. Militias and
Frigates dont require an upkeep.
Citys: Cost: 7 Cred. (Only 2 Cities per Territory at start)
Citys house bases, and facilitys. They also house thousands of people.
Subs- They do not appear on the map. When someone detects them with a cruiser or destroyer they will be PMed and may make it public knowlage or not. When a sub attacks if it is not a destroyer or cruiser the enemy receives 0 De which gives a 90% + Attack power(93%/94%)chance to destroy it. If it attacks a group with destroyers or cruisers they get to defend against the subs and retain their defense points.
Planes: Must be housed in an Airbase. They have a certain movement. They can go a certain distance then come back. The number listed is how far they can go before coming
back. Ex. 1 Movement means 1 space then it comes back
Booms: A resource will recieve twice it's income (iron- Iron mines/Steel Mills) (Coal- Coal mines) (Food- Farms) These also happen where there is an abudance of that resource in real world. Gem, Gold and good booms will increase Territory income.
Also there could be an economic boom where cities produce more.
Lacks: Opposite of Booms. The lack of an item will half the income of that item and facilites that uses it. the effectiveness of the resource.
Strtegic Resources: Needed to create units. Will effect cities and other things as well.
Mood Resources: Gems, Gold and Goods. These dont just increase income in booms but will help the mood of the country. The Lack of these resources will lower your countries
mood.
Mood: It is normaly average but special events can make it better or worse. It effects rebellion possibilities(bad) and production/militia bonuses(good)
Militas/Frigates: These are the only units not requiring a facility to build. They are the basic units. They can upgrade to almost any infantry unit(Frigates to Destroyers/Cruisers). Also sometimes you wont even need to buy militia/Frigates, they just apper on their own. Militias/Frigates dont require upkeep.
Upgrading: Upgrading something requires a factory or for navel units a shipyard. The costs are already listed in the upgrade section.
Bases: Earlier the rules stated that Navel Bases and Army Bases added 1 overall defense.
Capitals: There is a capital region for every country. These serve an importence to spying. They also produce 2 credits each turn and each city in it recieve 2 credits. if it is captured morale is lowed across the nation. All units recieve -1 attack and defense and all regions(only) produce a credit at 50% chance(Cities and others produce normally).
You can move your capital for a fee of 5 credits and it takes 2 turns.
This may seem like the real ww2 but not quite. The Latin States came to gether to form the Latin Confederation to challenge Mexico and El Slavador. South America is split between the Andes Alliance, Southern Cross alliance and Brazil. The Balkans have joined together in the Balkan alliance. Spain and Portugal have combined.
--------
Timeline-
1914- World War 1 Starts
1917-: Mexico suprise attacks USA/ USA & Mexico enter WW1
1918: Allied Nations win/Mexico defeated
1920-1939(Colonial Wars)
1920: Latin Confederation Forms(El Salvador left out)
Latin Confederation Attacks El Salvador/Mexico allies with El S.
Mexico wins war against LC
1921: British Afghani War
Britain wins
1922-1923: Greek/Turkish war
France allies Greece
Greece Wins
1928: Mexico conquers Cuba
1930-1931- Balkan War Albania, Bulgaria, Turkey & Yugoslavia vs. Greece and France
Albania knocked out then Bulgaria then Yugoslavia and finally Turkey
French might is main cause of sucess
Largest Colonial War- 225,000 Total Reported Losses
1931-1932: South American War
Andes Alliance: Chile, Bolivia, Peru and Ecuador vs. Southern Cross Alliance: Paraguay,
Argentina, Uruguay, Columbia
Columbia Defeated
Chile Defeated
Paraguay Defeated
South American War ends. AA wins
1933: Greece Joins the Balkan Alliance and replaces Turkey as the key member
1934: Japan begins Rearmament
1935: Columbia joins the Andes Alliance
Italy invades Ethiopia
1936: Ethiopia conquered
Spanish Civil War starts
1937: Venezuela joins Andes Alliance
1938: Italy declares Libya part of Italy
1939: Spanish civil war ends
Spain and Portugal join together
Autum 1939- Australia, UK and America form AAB Alliance
Winter 1939-
-------------
Nations:
Country(Government)
Age:
Player
Army Size(Small 1-4 units)
navel Size (Medium-5-9 Units)
Air Size (Large 10+)
Regular income: Income without any deductions or bonuses from any type of event.
Capital
USA: Democracy
Age: Pre-WW2
Ruler: Jason the King
Army: Small (Pre-WW2)
Navy: Medium (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 37
Capital: Union
Canada: Democracy
Age: Pre WW2
Ruler:
Army: Small (Pre WW2)
Navy: Small (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 18
Capital: Ontario
Mexico: Dictatorship
Age: WW1
Ruler:
Army: Medium (WW1)
Navy: Small (WW1)
Air Force: Small (WW1)
Regular Income: 10
Capital: Mexico
Latin Confederation: Republic
Age: WW1
Ruler:
Army: Medium (WW1)
Navy: Small (WW1)
Air Force: None (WW1)
Regular Income: 8
Capital: Central America
Andes Alliance: Republic
Age: Pre-WW2
Ruler:
Army: Medium (Pre WW2)
Navy: Small (Pre WW2)
Air Force: Small (WW1)
Regular Income: 14
Capital: Peru
Southern-Cross Alliance: Dictatorship
Age: Pre WW2
Ruler:
Army: Medium (Pre WW2)
Navy: None (Pre WW2)
Air Force Small (WW1)
Regular Income: 13
Capital: BA
Brazil: Democracy
Age: Pre WW2
Ruler: Kennelly
Army: Medium (Pre WW2)
Navy: Medium (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 20
Capital: RDJ
United Kingdom: Republic
Age: Pre-WW2
Ruler:
Army: Medium (Pre WW2)
Navy: large (Pre WW2)
Air Force: Medium (Pre WW2)
Regular Income: 44
Capital: Great Britain
France: Republic
Age: Pre-WW2
Ruler:
Army: Medium (Pre WW2)
Navy: Medium (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 34
Capital: N. France
Spain/Portugal: Dictatorship
Age: WW1
Ruler:
Army: Medium (WW1)
Navy: Small (WW1)
Air Force: Small (WW1)
Regular Income: 11
Capital: Spain
Germany: Facist
Age: Early WW2
Ruler: AnarchyRulz
Army: Large (Early WW2)
Navy: Small (Pre WW2)
Air Force: Medium (Early WW2)
Regular Income: 18
Capital: E. Germany
Scandinavia: Republic
Age: WW1
Ruler
Army: Medium (WW1)
Navy: Small (WW1)
Air Force: Small(WW1)
Regular Income: 15
Capital: Swe
Italy: Republic
Age: Pre- WW2
Ruler:
Army: Medium (Pre WW2)
Navy: Medium (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 16
Capital: S. Italy
Balkan Alliance: Republic
Age: Pre WW2
Ruler:
Army: Medium(Pre WW2)
Navy: Small (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 16
Capital: Greece
USSR: Communist
Age: (Pre WW2)
Ruler: naervod
Army: Large(Pre WW2)
Navy: Small (WW1)
Air Force: Medium (Pre WW2)
Regular Income: 29
Capital: Moscow
China: Republic
Age: Pre WW2
Ruler:
Army: Medium (Pre WW2)
Navy: Small (WW1)
Air Force: Small (Pre WW2)
Regular Income: 15
Capital: Beijing
Japan: Dictatorship
Age: Early WW2
Ruler: Heine
Army: Medium (pre WW2)
Navy: Large (Early WW2)
Air Force: Medium (Early WW2)
Regular Income: 14
Capital: Japan
Australia: Republic
Age: Pre WW2
Ruler: Demetrias
Army: Medium(Pre WW2)
Navy: Small (Pre WW2)
Air Force: Small (Pre WW2)
Regular Income: 18
Capital: New South Wales
NPC:
Iran: Dictatorship
Army: Small(WW1)
Navy: None(WW1)
Air Force: None(WW1)
Regular Income: 6
Saudi Arabia: Dictatorship
Army: Small(WW1)
Navy: None(WW1)
Air Force: None(WW1)
Regular Income: 6
Afghanistan: Dictatorship
Army: Small(WW1)
Navy: None(WW1)
Air Force: None(WW1)
Regular Income: 4
Poland: Republic
Army: Small(Pre-WW2)
Navy: None(WW1)
Air Force: Small(Pre-WW2)
Regular Income: 8
---------------
Governments:
Corruption: Probability of loss of Credits each turn
Production: Probability of increased production/income each turn
Science: Probability of a free or less costly improvement
Military: Defenses of military units. And probability of a free militia/frigate.
Anarchy: No government. Going in-between governments. This last 1 whole turn.
Corruption: a killer.
Production: ceased
Science: None
Military: Weakened. All Defense values above 1 are decreased by 1.
ex. Tank- D 2 now 1
Fascism(Depositism) Ruling with an iron fist. Also some citizens are unhappy
Corruption: Low
Production: Normal
Science: Normal
Military: Normal
Dictatorship(Monarchy) Ruling with a softer iron grip. Not as many unhappy
Corruption: Normal
Production: Normal
Science: Normal
Military: Normal
Communism: Still with the iron fist. Some unhappy.
Corruption: Low
Production: High
Science: Normal
Military: Higher militia level
Republic: Mostly free society. Ruled mostly by legislature.
Corruption: Low
Production: Normal
Science: Normal
Military: Normal
Democracy: Free society. Ruled by the people.
Corruption: Low
Production: Normal
Science: Higher
Military: Normal
------------
Miscellaneous Rules:
Turns: There will be 1 turn every 2 days. 1 Turn equals 4 months(1 season)
Building: All building takes 1 whole turn
Income: Income will some times very do to mines, factories, corruption, etc..
All teritorys produce at least 1 credit. Corruption and distance may cause this not to arrive.
All citys produce 1 Credit
The facility section gives the income of the facilitys
Booms can cause a rise in income.
Lacks can lower income.
Upkeep: Each city can support 2 units each. Each Army base can support 1 land unit. Each Navel base can support 1 Sea unit. And each airfield can support 1 air unit. After that number is reached it will cost an extra 1 credit per two units every turn. Militias and
Frigates dont require an upkeep.
Citys: Cost: 7 Cred. (Only 2 Cities per Territory at start)
Citys house bases, and facilitys. They also house thousands of people.
Subs- They do not appear on the map. When someone detects them with a cruiser or destroyer they will be PMed and may make it public knowlage or not. When a sub attacks if it is not a destroyer or cruiser the enemy receives 0 De which gives a 90% + Attack power(93%/94%)chance to destroy it. If it attacks a group with destroyers or cruisers they get to defend against the subs and retain their defense points.
Planes: Must be housed in an Airbase. They have a certain movement. They can go a certain distance then come back. The number listed is how far they can go before coming
back. Ex. 1 Movement means 1 space then it comes back
Booms: A resource will recieve twice it's income (iron- Iron mines/Steel Mills) (Coal- Coal mines) (Food- Farms) These also happen where there is an abudance of that resource in real world. Gem, Gold and good booms will increase Territory income.
Also there could be an economic boom where cities produce more.
Lacks: Opposite of Booms. The lack of an item will half the income of that item and facilites that uses it. the effectiveness of the resource.
Strtegic Resources: Needed to create units. Will effect cities and other things as well.
Mood Resources: Gems, Gold and Goods. These dont just increase income in booms but will help the mood of the country. The Lack of these resources will lower your countries
mood.
Mood: It is normaly average but special events can make it better or worse. It effects rebellion possibilities(bad) and production/militia bonuses(good)
Militas/Frigates: These are the only units not requiring a facility to build. They are the basic units. They can upgrade to almost any infantry unit(Frigates to Destroyers/Cruisers). Also sometimes you wont even need to buy militia/Frigates, they just apper on their own. Militias/Frigates dont require upkeep.
Upgrading: Upgrading something requires a factory or for navel units a shipyard. The costs are already listed in the upgrade section.
Bases: Earlier the rules stated that Navel Bases and Army Bases added 1 overall defense.
Capitals: There is a capital region for every country. These serve an importence to spying. They also produce 2 credits each turn and each city in it recieve 2 credits. if it is captured morale is lowed across the nation. All units recieve -1 attack and defense and all regions(only) produce a credit at 50% chance(Cities and others produce normally).
You can move your capital for a fee of 5 credits and it takes 2 turns.