WNES 2: The Second World War

Warman17

NES Grandpa
Joined
Aug 26, 2002
Messages
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Location
America
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.

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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-

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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

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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

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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 don’t 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 don’t 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 won’t even need to buy militia/Frigates, they just apper on their own. Militias/Frigates don’t 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.
 
Units:

WW1

Army
Militia- Cost: 1 A: 1 D: 1 Move: 0
Requires: 1 Food

Trench Troops: Cost: 2 A: 1 D: 2 Move: 1
Requires: Trench Works, 1 food

Early Tank: Cost: 3 A: 2 D: 2 Move: 1
Requires: Tanks, 1 Steel, 1 Oil

Artillery: Cost: 2 Move: 1
Adds +1 Attack to the unit it is attached to
Requires: Artillery

Navy:

Frigate: Cost: 1 A: 1 D; 1 Move: 0
(Militia of the seas everything militaia has so does frigate)
Requires: 1 Steel

Destroyer: Cost: 3 A: 2 D: 2 Move: 1
(Can attack/defend U-Boats)
Requires: Ship Design 2 Steel, 1 Coal

Dreadnought: Cost: 5 A: 4 D: 3 Move: 1
Requires: Large Ship design, 3 Steel, 2 Coal

U-boat: Cost: 4 A: 3 D: 1 Move: 1
(Un-detectable)
(Can’t be attacked/defended by surface ships)
Requires; Submersibles, 2 Steel, 1 Oil

Air Force
Scout Cost: 1 A: 0 D: 1 Move: 1
(Can identify 1 enemy units in a territory)
Requires: 1 Oil

Bi-Plane Cost: 2 A: 2 D:1 Move: 1
(Ability to intercept enemy planes)
Requires: Air Warfare, 1 Oil

Pre World War 2:

Army:

Basic Infantry: Cost 2 A: 2 D: 2 Move: 1
Requires: Infantry, 1 Food

Light Tank: Cost: 2 A:1 D: 2 Move: 1
Requires: Lighter Tanks, 1 Steel, 1 Oil

Navy:

Flat-tops Cost: 4 A: 1 D: 2 Move: 1
(Hold 1 navel Plane)
(Any Destroyer can be converted Cost: 2)
Requires: Flat-Tops, 2 Steel, 1 Oil(Upgraded Destroyer- 2 Coal)

Navel Plane Cost: 2 A: 2 D: 1 Move: 1
(Adds 1 Extra Defense to Flat-top)
(Ability to intercept enemy planes)
(Enemy ships has -1 D when this unit attacks)
Requires: Navel Flight, 1 Oil

Air Force:

Fighter Cost: 3 A: 2 D: 2 Move: 2
(Ability to intercept enemy planes)
Requires: Improved Air warfare, 1 Oil

Bomber: Cost: 4 A: 2 D: 2 Move: 3
(0 attack against air)
(Can attack enemy facilities)
Requires: Bombing Tactics, 1 Oil

Early WW2

Army:

Advanced Infantry Cost: 3 A: 2 D: 2 M: 1
Requires: Enhanced Infantry Weapons, 1 Food

Tank: Cost: 4 A: 3 D: 2 M: 2
Requires: Modified Tanks, 1 Steel, 1 Oil

Long Range Artillary: Cost: 4 M: 1
(+2 A to unit it is attached to)
Requires: Advanced Artillery

Navy:

Battle Ship: Cost: 7 A: 5 D: 4 Move: 2
Requires: Improved Engines, 4 Steel, 2 Oil

Cruiser: Cost: 5 A: 3 D: 2 Move: 2
(Can detect Submarines/U-Boats)
(Can attack/defend Submarine/U-boat)
Requires: Ship Welding, 2 Steel, 1 Oil

Submarine: Cost: 5 A: 4 D: 1 Move: 1
(Un-detectable)
(Can’t be attacked/defended by surface ships)
Requires: Advanced Submersibles, 2 Steel, 1 Oil

Air Force:

Dive Bombers: A: 3 D: 1 Move: 2
(0 attack to planes)
Requires: Diving Techniques, 1 Oil

Advanced Scout: A: 0 D: 1 Move: 2
(Can identify 2 units in another territory)
Requires: Advanced Cameras, 1 Oil

Late WW2

Army:

Mechanized Infantry Cost: 4 A: 2 D: 3 M: 2
Requires: Mechanized Warfare, 1 Steel, 1 Oil, 1 Food

Heavy Tank: Cost: 4 A: 3 D: 3 M: 2
Requires: Heavy Armor, 1 Steel, 1 Oil

Self Propelled Artillery: Cost: 4 M: 2
(Adds +2 A to the unit it is attached to)
Requires: SPA

Mobile AA: Cost 7 A: 2 D: 2 M: 1
(Only land unit that can attack/defend air units)
(Automatically fires on enemy planes)
(Will take the place of a friendly unit when it is attacked by air)
Requires: Mobile AA technology

Navy:

Carriers: Cost: 5 A: 1 D: 2 Move: 2
(Hold 2 navel Plane/Advanced Navel Plane)
Requires: Better Carrier designs, 3 Steel, 2 Oil

Advanced Navel Plane: Cost: 4 A: 3 D: 2 Move: 2
(Adds 1 Extra Defense to Flat-top/Carrier)
(Ability to intercept enemy planes)
(Enemy ships has -1 D when this unit attacks)
Requires: Advanced Navel Flight, 1 Oil


Air Force:

Advanced Fighter Cost: 4 A: 3 D: 2 Move: 3
(Ability to intercept enemy planes)
Requires: Advanced Air Warfare, 1 Oil

Heavy Bomber: Cost: 5 A: 3 D: 2 Move: 3
(0 attack against air)
(Can attack enemy facilities)
(Can carry a Nuclear bomb)
Requires: Heavy Bombers, 1 oil

Jet Fighter: Cost: 6 A: 5 D: 4 Move: 1
(-3 A against ground targets)
(Ability to intercept enemy planes)
Requires: Jet Engine, 2 Oil

Special Units:

Early AA: Cost: 3 A: 1 D: 1 M: 0
(When an enemy plane enters this units space it automatically attacks)
(Can be destroyed)
Requires: AA

AAA: Cost : 5 A: 2 D: 1 M: 0
(When an enemy plane enters this units space it automatically attacks)
(Can be destroyed)
Requires: AAA

Heavy AAA: Cost: 6 A: 3 D: 1 M: 0
(When an enemy plane enters this units space it automatically attacks)
(Can be destroyed)
Requires: Advanced AAA

V1: Cost: 1 A: 0 D: 1 M: 2
(If hits can destroy an enemy facility 50% chance)
(Can be intercepted/shot down)
(Destroyed after attack)
Requires: Rocketry

V2: Cost: 3 A: 0 D: 0 M: 2
(If hits can destroy an enemy facility- 75% chance)
(5% chance it will explode on launch)
(Can’t be intercepted/shot down)
(Destroyed after attack)
Requires: Rocketry

Nuclear Bomb: Cost: 10 A: 0 D: 0
(Automatically destroys an enemy city- and all facilities inside)
(All production/income in that territory halved for 2 turns)
(Must be transported to target by Heavy Bomber)
Requires: Atomic Power, 3 Uranium

Transports: Cost: 2 A: 0 D: 0 M: 1
(Transports 1 ground unit)
Requires: Nothing

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Upgrades:

Militia-Any Available infantry. The cost of that unit -1.
(Can’t include Mechanized infantry)
Basic Infantry-Advanced Infantry: Cost: 1
Advanced Infantry- Mechanized Infantry: Cost: 1. 1 Oil, 1 Steel
Basic Tank- Tank or Light Tank to Tank: Cost: 1
Tank- Heavy Tank: Cost: 1
Dreadnought-Battleship: Cost: 2
Flat-top to Carrier: Cost: 1
Navel Plane-Advanced Navel Plane: Cost: 2
Fighter-Advanced Fighter: Cost: 1
Bomber-Heavy Bomber: Cost: 1
Early AA-AAA: Cost: 2
AAA-Heavy AAA: Cost: 1
U-Boat to Submarine: Cost: 1
Frigate to Destroyer/Cruiser: -1 from cost of the upgrading to ship

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Research/Development:

There are 4 Ages: WW1(1914-1919) Pre WW2(1920-1938) Early WW2(1939-1942),
Late WW2(1943-1945) and post-WW2(1945-1950).

There are 3 tech trees in each age. Ground, Sea and Air. Two must be completed before
you can go to another age.(This way you could have Late WW2 Sea and Ground but still
have WW1 Air) When you reach a new Age you receive new technologies and units to
research. Also you gain new facilities in each new Age, without research.

You can only research one item from each tree at a time. So you can be researching 3
items at once, but each must be in a different tree. There is no rule to which tech in each
tech tree you must research first.

Researching a technology costs nothing. By paying 0 credits you can receive a technology
in 5 turns. 5 Credits= 4 Turns. 10 Credits= 3 turns. 15 Credits= 2 Turns. 20 Credits= 1
turn. The more credits you put in the less the time is.

If it is a technology that is not needed for advance then. 0 cred= 3 turns 4 cred=2 turns
7 cred=1 turn

Also in the country list, if it says it is in this age it includes all techs in the last age(s)
including the ones that are not required for advancement

WW1:

Ground:

Trench Works: The science of massive trenches and defensive positions.
Allows: Trench Troops

Artillery: The science of artillery.
Allows: Artillery

Tanks: The science of tanks.
Allows: Early Tanks

Anti-Aircraft: The use of weapons to attack air borne threats.
(Not needed for advance)
Allows: Early AA

Sea:

Steel Ship Design: The science of putting together a ship made of steel
Allows: Destroyer

Large Ship Designs: Putting together a large size ship.
Allows: Dreadnought

Submersibles: Ability to dive into the sea
Allows: U-boats

Air:

Air warfare: The use of planes for war.
Allows: Bi-Plane

Mono-plane design: the radical design of 1 wingspan instead of 2
(Not Needed for advance)
Effects: Improved air warfare/Bombers Technology is cheaper: makes it 4 creds per turn,
not 5
4 creds= 4 Turns, 8 Creds= 3 turns 12 Creds= 2 Turns 16 Creds=1 Turn

Pre-WW2

Ground:

Infantry: Better weapons and tactics. Less Trench orianted.
Allows: Basic Infantry

Lighter Tanks: The design of lighter, faster tanks over the large giants.
Allows: Light Tanks

Anti-Aircraft Artillery: The use of large Artillery pieces to attack airborne enemies rather
then Machine Guns
(Not Needed for Advance)
Allows: AAA

Sea:

Flat-Tops: the use of a ship for aircraft.
Allows: Flat-Tops

Navel Flight: The use of air planes for the navy
Allows: Navel Plane

Air:

Improved Air Warfare: Mono-plane- higher flying planes
Allows: Fighter

Bombing Tactics: The use of wide-spread bombing, requiring larger planes
Allows: Bomber

Different Bombing Tactics: The use of bombing for pin-point hitting.
(Not needed for Advance)
Effects: Diving Techniques Cheaper. makes it 4 Cred. per turn not 5

Early WW2:

Ground:

Enhanced Infantry Weapons: Better Infantry weapons
Allows: Advanced infantry

Modified Tank: Better tank designs
Allows: Tanks

Advanced Artillery: Even larger Artillery and better ammunition
Allows: Long Range Artillery

Tractor Engines: Better engines for motorized vehicles
(Not needed for advance)
Effects: Mechanized Warfare/SPA Cheaper. makes it 4 Cred. per turn not 5

Sea:

Improved Engines: Better engines that are run by oil.
Allows: Battleship

Ship Welding: Better then nuts and bolts.
Allows: Cruiser

Advanced Submersibles: Better submarines
Allows: Submarines

Air:

Diving Techniques: The use of aircraft diving, or coming close to a ground target
Allows: Dive Bomber

Fuel Drums: These can be attached to fighters to increase their range
(Not Needed for Advance)
Effects: Advanced Air Warfare cheaper. makes it 4 Cred. per turn not 5

Advanced Cameras: Much better ariel photos can be acquired
(Not needed for advancement)
Allows: Advanced Scout

Late WW2

Ground:

Mechanized Warfare: The use of trucks and such in war
Allows: Mechanized Infantry

Heavy Armor: The ability to put more armor on tanks
Allows: Heavy Tanks

SPA: Making Artillery self propelled
Allows; Self Propelled Artillery

Mobile AA: Making AA mobile
Allows: Mobile AA

Sea:

Better Carrier Design: A much better design for carriers
Allows: Carriers

Advanced Navel Flight: Much better Navel aviation science
Allows: Advanced Navel Plane

Air:

Advanced Air Warfare: Even better engineering and tactics
Allows: Advanced Fighters

Heavy Bombers: Larger bombers
Allows: heavy bombers
Jet Engine: This is a radical new design of engine
Allows: Jet Fighter

Rocketry: The use of the newly developed rockets for war purposes
(Not needed)
Allows: V-1 and V-2


Special research:

Once all needed Ground technologies are researched-
Atomic Theory: A team of scientists work on the theory and with of Atomic energy
Allows: Uranium

Once all needed sea technology is finished:
The Bomb: The casing and inside of an A-bomb

Once All needed Air technology is finished-
Delivery System: The way to deliver an atomic bomb

Once All three of those are researched
The 3 technologies are put together. The theory(uranium) is put in the bomb. The bomb
can then be put in the Delivery system.
Allows: Atomic bombs

Post-WW2

Ground:

Better Personal Anti-Tank weapons: Bazokas, panzerfausts, etc. but upgraded
Effects: Any infantry less then Mechanized gets +1 attack against Tanks

Sea:

General Sonar: A sonar system that can be used anywhere
Effects: All ships/navel planes can see, attack and defend Subs

Air:

Better Jet Engine: A much more stable engine
Effects: Jet Fighters get +1 to Movement

Stable Rocket Fuel: Much more stable fuel
Effects: V-2 has 1% chance of explosion on launch


--------

Facilities:

All facilitys must be built in a city.

Coal Mine: Cost: 3
Produces 2 Coal (50% chance of 1 credit)

Iron Mine: Cost: 3
supplies 1 Steel Mill(60 % chance of 1 Credit)Dosn’t have to be in same city with Mill

Steel Mill: Cost: 3
Turns the iron into 3 Steel, 1 Credit, (30% chance 2 cred.)

Oil Derricks: Cost: 2
Supplies 1 Refinery(70% chance 1 cred)Dosn’t have to be in same city with Refinery

Oil Refinery: Cost: 2
Produces 2 Oil, 1 Cred. (30% chance 2 cred)

Factory: Cost: 4
Makes 1 credit(70% 2 Credits, 40% 3 Cred)
Each can produce Ground/Air units

Uranium Mine: Cost: 5 (Must have researched Atomic Theory)
Produces 1 Uranium (30% chance 1 Cred)

Farm Land: Cost: 2
Produces 2 Food (20% chance 1 Cred)

Shipyard(must be in a city with sea access): Cost: 4
Can produce Ships

Military Facilities:

These don’t need to be in a city.

Airbase: Cost: 5
Houses 4 plane units
(Supports 1 air unit)

Army Base: Cost: 4
Houses 4 Army units(Increaes their overall defense by 1)
(Supports 1 Land unit)

Navel Base: Cost 5
Houses 4 ships(Increases their overall defense by 1) needs access to sea
(Supports 1 Sea unit)

---------

Spying:

Spy: Cost: 5
Requirements: Nothing

You can put the spy anywhere, but it costs 1 cred every 2 spaces away from your closest
territory(or allied territory)

“Spy Jobs”:

Espionage: Learn what forces an enemy has in that territory
(80% chance)

Sabatoge: Destroy an enemy facility in that territory
(50% chance)

Steal technology: Steal a technology an enemy has(Must be done in enemy capital)
(15% chance)

Disrupt Research: A technology the target is currently is researching is slowed down a
turn(Must be done in enemy capital)
(25% chance)

Propoganda(foreign): May Cause production/income to slow in a territory.
(55% chance)

Propoganda(Domestic): Causes production/income to increase in that territory
(80% chance)

Incite Uprising: causes the selected territoy to uprise. Causes Anarchy in that territory.
(5% chance)
If it is a conqured territory(20% chance)
If it is a conqured territory that was origanally yours(50% chance)

After a job:

If the job succeds:
The spy returns to your closest territory(or ally territory)

If the Job fails:
50% chance he will be found out

If he is not found he will return to your closest territory(or ally territory)

Goverment bonuses/weaknesses

Facism:
Espionage- +5%
Steal Technology- +5%
Propoganda(Domestic)- +5%
Propoganda(Foreign): -5%

Dictatorship:
Espionage- +5%
Sabatoge- +5%
Disrupt Research- +5%
Steal Technology: -5%

Communism:
Sabatoge- +5%
Steal Technology- +5%
Propoganda(Foreign)- +5%
Propoganda(Domestic): -5%

Republic:
Espionage- +5%
Disrupt Research- +5%
Incite Uprising- +5%
Sabatoge: -5%

Democracy:
Disrupt Research- +5
Propoganda(Foreign)- +5%
Propoganda(Domestic)- +5%
Espionage: -5%
 
Combat:

You add and divide attack or defense(depending on side).

ABC vs XYZ- ABC wins. X is lost

Then since the numbers arn’t even, the attack only divides by TWO instead of Three to
show the larger force.

ABC each with 2 had attack of 2. Now it has attack of 3.

ABC vs Z

Now that it is against one unit the larger force must still divide, by 1.5. now the attack is
4.

This is also done at the beginning of the battle if needed. All you do is divide by the
smallest groups number of unit. 2 units, divide by 2, 4 units divide by 4. If 1 unit is in the
other group then you divide by 1.5(the group of 1 does not divide)

Retreating:

You can decide to retreat after x number of units are destroyed before the battle begins.

Bases:

The +1 defense added by bases if for 2nd and 3rd type of battle. It is added after ther
numbers are divided.

Fortifying:

You can fortify any ground unit. This gives it a 25% chance of giving an extra Defense
point to it.

--------

Treaties:

Trade: I give you this you give me that

NAP: Non-Agression Pact. I don't attack you, you don't attack me.

ROP- Right of Passage- I can now move through your land

MSP- Mutual Spy Pact : Share any intellagence gained and both sides gain each others spy
strengths(If diffrent goverments).

MPP- Mutual Protection Pact: You get attacked I help
Specific MPP: You get attacked by this person I’ll help you

MOP- Mutual Offensive pact: You attack I attack
Specific MOP: You attack this person I’ll attack this person

Alliance: ROP, MPP and MOP combined
Specific Alliances: Against 1 person/group

Super Alliance: ROP, MPP, MOP and MSP combined

------------------

Alliances:

AAB Alliance: MPP between America, Australia and Great Britian

BMT Pact: Alliance between Germany, Russia and Japan

----------------

Wars:

[None]

-------------

Map-

wnes2.gif
 
I will be the US for now, but reading rules now, so it may change.


Ok, I will be US. Rules are less complicated then they look people, dont be afraid! Though warman, this looks like a BIT** to mod, hope you got time ;). One question - do we have resources to start with?

Jason
 
oh, and I have a cleaner map, with some editions to the US (its not just cus I am the US, lol, It was for colonization JNES that I was going to make), and some editions to europe as well. If you want it, I can upload it and PM the link to you ;).

Its the same map, just edited a little.

Jason
 
Alright. Thanks. A cleaner map would be usefull.
And yes I got the time.
You do not start with resources. Each nation has starting facilities then those will produce the resources. I will PM the list of facilities and units to the owner of that country. They will get to place them. These will be secert from anyone else unless they are sucessful with espionage/scout or the country wants to show the world.
 
I will be the USSR.
 
To: Japan
From: USSR

Will you agree to an NAP?
 
To USSR:
From Japan:
I agree to an NAP.
 
Jason- the only problem with your map is somethings I don't like
-the provinces. It is good the way it's split but some arn't big enough for the needs of things placed in it(I almost didn't include Austria, El Salvador and Low Countries). Also it would overpower France and England and underpower Russia.

Also 5 players. Good, just hope we can get a few more in by Sunday(First update).
 
are you going to PM us the information for our countries?
 
The stats say Ihave factories to place, but I can't find anyting about factories in the rules. Can you explain what they are?

Also, it ssays I can only have one facility per city, but I only have 3 cities, do the other faciliteis get thrown away then or do I get to use them next turn.

There is also nothing about farmland, which is mentioned in my stats.
 
Quote-

Factory: Cost: 4
Makes 1 credit(70% 2 Credits, 40% 3 Cred)
Each can produce 2 units(Ground/Air) each turn

Farm Land: Cost: 2
Produces 2 Food (20% chance 1 Cred)

----------

What I meant was 1 facility of each type. You can't have 2 factories in 1 city thats what I meant.
 
I shall be Australia. As Prime Minister Guido Flore.
 
I'll be Brazil.
 
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