Talon1579
07-08-2007, 21:33
Setting:
Ok, the premise for this game is that it would encompass the entire 20th century. The map would be on the same scale as the map in Medieval 2, but would be the entire Northern hemisphere. It would be nice to use the entire world, but that would make the game a bit too big. Also, by missing out the southern hemisphere, control of the Suez and Panama canals become much more important (as it should be).
Playable Nations:
Playable nations would be practically every nation that existed in the 20th century. Holland would be one of the smallest countries included, anything smaller would come under "Independent Nations". Starting Nations would be USA, UK and Russia, as well as France, Germany, Japan, Italy and China, depending on what Start Date you choose. Like M2, when you defeat a nation you unlock it.
Turns:
In every game there would be 400 turns. However, depending on which start date you choose, the turns will represent fewer or more years. Also, if you choose 1914 or 1939 as a start date, then the number of turns for the duration of the WW1 or 2 will be triple (to allow enough time to fight a proper world war).
Start Dates:
1900
1914 (pre-WW1)
1918
1939 (pre-WW2)
1945
United Nations
Instead of the pope or senate from previous games, 20C:TW would have the League of Nations (set up 1918) and the United Nations (replaced the league in 1945). The two orginisations are essentially the same, but communists and the USA cant join the League (more on goverments later).
Unlike the real united nations, the 15 members of the security council would be non-permanent, and chosen by "random" every 10 turns. However, being favoured by the UN (i.e, having lots of diplomats, being generally peaceful, complying with UN regulations and possibly bribing them) would increase your chances of being picked.
While anyone can petition the UN for a resolution (including trade embargo (cuts off all trade with target for a certain number of turns) or military intervention (equivalent to crusade)), it must be agreed to by all members as well as the secretary general. If anyone vetos the decision, it can't be passed.
The secretary general is like an extra member, but gets the veto power for the life of the secretary general. He is voted on by the members of the security council, with ties starting a re-vote.
To make it easier to contact other nations, you can construct embassies in each others capitals by mutual agreement. The disadvantage of this is that they can spy and make assasinations on you from the embassy, which is much easier than spying from outside. You can always close the embassy, but they'll do the same thing to you.
Units
While units will change a lot throughout the century, the basic units are:
Rifleman
Machine Gunner
Anti-tank
Anti-air (late period)
Sniper
Special Ops (demolitions)
Mortar
---
Tanks
AA vehicles
APCs
Artillery
Missile Launchers
Armoured Cars
Jeeps
---
Rigid Inflatable Boat
Landing Ship
Patrol Boat
Destroyer
Cruiser
Battleship
Aircraft Carrier
Sub
Missile Sub
---
(Air units)
Fighter
Light Bomber
Heavy Bomber
Multirole Craft
Carrier Fighter
Carrier Bomber
All land and sea battles can be fought on the battle map, and you can call in air strikes or patrols to areas on the map, but you cant control planes directly like you can units.
Goverment and Politics
There are two types of government, dictatorships and democracies. Dictatorships give much higher taxes, but lead to hatred of government, riots and revolts, while democracies cause far less violence, but give less taxes and are more prone to strikes (which give you 0 income for a turn).
There are also three types of politics your country can follow, monarchy, capiltalist and communist (although communists must be dictatorships). Monarchies give a large boost in public order, Capitalism in population growth and Communism in tax revenue. However, switching goverment or politcs will usually cause a revolt in one or more cities.
Splitting Countries
If your country is getting unmanageable, you can choose to split it (and choose which half you want to control). If the situation gets really bad, half the country might choose a new system, of government and split off itself, forming a new nation.
Ok, the premise for this game is that it would encompass the entire 20th century. The map would be on the same scale as the map in Medieval 2, but would be the entire Northern hemisphere. It would be nice to use the entire world, but that would make the game a bit too big. Also, by missing out the southern hemisphere, control of the Suez and Panama canals become much more important (as it should be).
Playable Nations:
Playable nations would be practically every nation that existed in the 20th century. Holland would be one of the smallest countries included, anything smaller would come under "Independent Nations". Starting Nations would be USA, UK and Russia, as well as France, Germany, Japan, Italy and China, depending on what Start Date you choose. Like M2, when you defeat a nation you unlock it.
Turns:
In every game there would be 400 turns. However, depending on which start date you choose, the turns will represent fewer or more years. Also, if you choose 1914 or 1939 as a start date, then the number of turns for the duration of the WW1 or 2 will be triple (to allow enough time to fight a proper world war).
Start Dates:
1900
1914 (pre-WW1)
1918
1939 (pre-WW2)
1945
United Nations
Instead of the pope or senate from previous games, 20C:TW would have the League of Nations (set up 1918) and the United Nations (replaced the league in 1945). The two orginisations are essentially the same, but communists and the USA cant join the League (more on goverments later).
Unlike the real united nations, the 15 members of the security council would be non-permanent, and chosen by "random" every 10 turns. However, being favoured by the UN (i.e, having lots of diplomats, being generally peaceful, complying with UN regulations and possibly bribing them) would increase your chances of being picked.
While anyone can petition the UN for a resolution (including trade embargo (cuts off all trade with target for a certain number of turns) or military intervention (equivalent to crusade)), it must be agreed to by all members as well as the secretary general. If anyone vetos the decision, it can't be passed.
The secretary general is like an extra member, but gets the veto power for the life of the secretary general. He is voted on by the members of the security council, with ties starting a re-vote.
To make it easier to contact other nations, you can construct embassies in each others capitals by mutual agreement. The disadvantage of this is that they can spy and make assasinations on you from the embassy, which is much easier than spying from outside. You can always close the embassy, but they'll do the same thing to you.
Units
While units will change a lot throughout the century, the basic units are:
Rifleman
Machine Gunner
Anti-tank
Anti-air (late period)
Sniper
Special Ops (demolitions)
Mortar
---
Tanks
AA vehicles
APCs
Artillery
Missile Launchers
Armoured Cars
Jeeps
---
Rigid Inflatable Boat
Landing Ship
Patrol Boat
Destroyer
Cruiser
Battleship
Aircraft Carrier
Sub
Missile Sub
---
(Air units)
Fighter
Light Bomber
Heavy Bomber
Multirole Craft
Carrier Fighter
Carrier Bomber
All land and sea battles can be fought on the battle map, and you can call in air strikes or patrols to areas on the map, but you cant control planes directly like you can units.
Goverment and Politics
There are two types of government, dictatorships and democracies. Dictatorships give much higher taxes, but lead to hatred of government, riots and revolts, while democracies cause far less violence, but give less taxes and are more prone to strikes (which give you 0 income for a turn).
There are also three types of politics your country can follow, monarchy, capiltalist and communist (although communists must be dictatorships). Monarchies give a large boost in public order, Capitalism in population growth and Communism in tax revenue. However, switching goverment or politcs will usually cause a revolt in one or more cities.
Splitting Countries
If your country is getting unmanageable, you can choose to split it (and choose which half you want to control). If the situation gets really bad, half the country might choose a new system, of government and split off itself, forming a new nation.