I'd be willing to take India, or Mexico if that would work better.
V&V RIP Helmut Becker, Duke of Bavaria.
Come to the Throne Room for hotseats and TW rpgs!
Kermit's made a TWS2 guide? Oh, the other frog....
That's fine with me. I had initially been thinking somewhere in Latin America when I first saw the thread, since that's where my specialty at my university was, but looking at the scenario and seeing we have a Pakistan already it occurred to me India might work better for the game.
India did their first nuclear weapon test well before 1980, didn't they? Would that make them a nuclear power in the terms of the game?
V&V RIP Helmut Becker, Duke of Bavaria.
Come to the Throne Room for hotseats and TW rpgs!
Kermit's made a TWS2 guide? Oh, the other frog....
India tested a "peaceful nuclear explosive" (for damming, mining, etc.) in 1974 but didn't test any nuclear weapons until 1998.
http://en.wikipedia.org/wiki/India_a...ss_destruction
Can Texas have "nucular" weapons in this game? Please?
(edit: the url was shortened to "ass destruction":)
Last edited by Iskander 3.1; 05-18-2009 at 19:34.
Strikeout!
^Somehow I think peaceful nukes are easy to use as war nukes.
@Zim: Yes, though weak one in terms of the amount of nukes they had in comparison to the other nuclear countries.
Last edited by Greyblades; 05-18-2009 at 19:36.
Well I think its about time to actually come up with a rule
*Ahem*
The espionage system
The most versatile method of war, Each turn you can ask for your secret services to concentrate on doing one fact finding mission, be it finding where the enemy is keeping its ICBN's or what cologne their chief of staff is using either way they will attempt to find out. Or you could just tell them to search for enemy spies which will add a bonus on to the spycatch score(I'll tell you later).
Each country will gain 2 ratings: espionage efficiency(1 to 5) and loyalty of population(-2 to 3).
Espionage efficiency is the main reference I will use to determine what dice roll you must get to succeed; If your score is 1 you will have to get a 6, if your score is five its a 2+, etc.
The country loyalty score is the modifier that tells me how much chance that your citizens will report enemy spies if they find them I.E. how many points are taken off of the dice roll. A need score of 2+ can be converted to a 5+ by having a population happy enough to give you a score of 3 in the same way that a score of 3+ can be converted to a 2+ by a disgruntled and rebellious population.
I hope this makes sense. If you see a problem with this tell me so it can be corrected before I put it onto the OP.
Last edited by Greyblades; 05-19-2009 at 01:25.
Can you tell me what will be "the" Trade Good of Lieschtenstein?
BLARGH!
Could other powers become nuclear nations if they get the supplies from lets say USSR and USA?
Days since the Apocalypse began
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Or China...
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