The main rules
1.When you want your country to do something PM me what you want and as long as it is realistic and you can afford it you should see its effects either in the writeup.
2.Each turn will last 2-3 days 2 days for everyone to have a chance to get in on whatever discussion and to send in orders and one for me to do the calculations and all that and ATPG to do the writeups.
3.Each order can be anything from a single sentance of "attack this with that many soldiers" or it can be paragraphs detailing the tactics to be used in each part of the plan. It might give you a bonus in combat but mostly it'll give atph more to work with,
Millitary system
I will keep this somewhat simple, each country will be given a set number of armies with a 1-10 tech rating. For each millitary action choose how many armies you will take from your reserves to devote to the actions. The more you send the higher the chance that you will succeed, simple?.
The tech levels will keep countries like New zealand or poland, who have small but well equipped armies, from being killed by countries like venezuala who has a similar amount of armies but have troops using a poorer quality of weaponry.
Now most conflicts will be determined by a roll of a dice and the numbers that will have to be rolled to see which side wins will be subjected to modifiers like the tech levels and number of armies involved. Dont be afraid to send in tactics with your orders it will influence the writeup and, if its good enough, affect the chance of success.
One last thing, If your tech level is 5 levels below the country you are fighting you will lose automatically unless you outnumber them three to one. That goes both ways: if your enemy is still using weaponry like lee enfields or thompson machine guns that havent been used in 20+ years and you are using M16's and abrams (ie you are 5 levels above them) you will roll over them easily.
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 (1 to 5) and counter espionage (1 to 5).
Espionage efficiency is the main reference I will use to determine what dice roll you must get to succeed; If your score is 1 and you are up against someone with a counter score of 1 you will have to get a 6, if your score is five its a 2+, etc.
The counter espionage score is the modifier that tells me how much chance that your law enforcement and citizens will find enemy spies I.E. how many points are taken off of the enemies dice roll. A score of 2+ can be converted to a 5+ by having a counter espionage high enough to give you a score of 5.
Economics
Ok then I'll try to explain this as well as I can but YLC will probably have to correct me.
Each turn you will earn 20 points per trading partner added to the base economy growth. You can spend your collected cultural exchange points on many actions, most of them I probably wont have thought of so if you dont see it on this meager list I'll just come up with a cost when asked:
1.a new army that will cost 10 points for each tech level you have, with a limit of one per day unless specified otherwise,
2.a coup D'etat in a minor country for 30 points.
I'm keeping minor espionage and sabotage free seeing as the price for an agent, a rifle and a pack of tnt is pretty irrelivent to a countries budget but medium actions will cost 10 points, major 20 points and epic actions like blowing up the pentagon or even bigger will cost 50 apeice.
Nuclear developement
I wasn't planning to actrually let anyone develope and build nuclear weapons as I didnt realy think that there would be much point expecting any country other than the superpowers could afford to do it. I dont expect anyone will actually do it but if you can pull it off then heres the way: The process to go nuclear will be difficult and expensive for most countries. To start the process you have to stockpile 1500 cultural exchange points and tell me to start the program. You will then have to spend 3 years, 12 whole turns, without being attacked before you will get the capability to start making nuclear weapons.
The prices for nuclear weapons will be as such:
1.one ICBN for 20 points after completing nuclear developement.
2.one nuclear missle suited for submarines will cost 10 points
3.one nuclear bombing run for 5 points
4.enough nuclear ammunition for an artillery volley for 2 points
The role layout:
I think I should have explained this through before sending them out but I think its too late to be thinking like that. Anyway if there were any part of your role PM's you didnt understand heres a description of each section.:
Name
Government Type -
The government type pretty much decides the B.E.G and having the same government will give you a bonus when dealing with a NPC.
Base Economy Growth (B.E.G) -
This is the amount of economic points you will generate for yourself each turn the 10-50 means hat you the minimum you will get between 10 and 50 points per turn..
Cultural Exchange Points -
This is the starting points you have.
Trade Good -
This is the bonuses that each player country can give to their allies and trading partners. The bonuses affects the host aswell and it should serve as a sort of incentive for the superpowers to actually keep their allies and not try to absorb them as if they get kicked out of the game the effects are removed from the game with them.
National Attributes
This is where I put the situational effects, national bonus's that you get over the other countries and minor abilities. I will keep track of the effects and bonus' for you but you will have to inform me when you want the ability to be used.
Military Tactic
This was origionally supposed to be a seperate thing and I think one or two roles have one of these for everyone else this part was merged with the national attributes seeing as I couldnt think of an unique tactic for more than 2 countries.
Military
Battalions at the ready -
This is the base amount of battallions you support during peace time I'll increase this and the recruitment pool in proportion to the amount of land you take when you are fighting. At the start when you lose forces by not engaging in battle for 4 turns while you are recruiting you can quickly replensh up to this number.
Recruitment Pool -
This is the amount of troops over the base line that you can recruit to your army the average recruitment rate is one battalion/army a turn unless I have stated otherwise.
Offence - 1-10
How good your men are at attacking, this stat will be compared to the enemies defence to help determine whether you will win or lose.
Defence - 1-10
How good your men are at defending a position, this stat will be compared to the enemies offence to determine if you win or lose.
Recon - 1-5
How likely you will notice an attack before its too late to prepare.
Stealth - 1-5
How likley you will take the enemy by surprise.
Morale - 1-10
How long your troops can last while in harsh conditions (like constant hit and run attacks, harassment by snipers, fighting suicidal forces, etc) without becoming innefficient(penalties to offence and defence) or even mutiny(your soldiers could do anything from refusing to act or attack recklessly in a search for revenge)
Tech 1-10
I'll explain this later on but in effect is the difference from the US rangers to zulu spearmen.
Nuclear weapons
Number of nukes: 0
Average yeild 0 KT
ICBN:
SSNB:
Bombers:
Artillery
The main difference between each type of nuke is generally range: bombers are for short ranges like say they can go from the Paris to Moscow but wont be able to go from Calias to China, Artillery are for the next country over like Eastern France to West Germany.
SSNB's, or nuclear subs, are the mobile launchers and can be placed in any sea as long as it isn't land locked like the great lakes etc. The closer you place them to the enemy the more chance you will be able to nuke them before they know what's going on but it also increases the chance of them being detected before hand which by the way is a very good excuse for war.
And ICBN's, the silos, are able to hit anywhere from anywhere. Simple huh?
The main game play element that nukes will play is placement. You can make a country really sweat by putting a nuke in their neighbours garden. Remember you can't actually fire them unless Defcom one is declared this goes for every other officially nuclear country.
Secret service:
Espionage: 1-10
Counter:1-10
Special forces:
This is pretty much where I explain how good your spies and special forces are. Unless your people are especially good, a superpower or in the two alliances it will pretty much look like this:
You have a regular Spec ops/secret service that can do minor and medium sabotage and espionage actions without much problem. Major actions like bombing an airforce base containing nuclear bombers, finding the locations of the enemies armour depots or even sabotaging the Kremlin/pentagon will need allied help if you want to have more than a 1 in 10 chance to succeed.
Special abilites:
I dont think I have to say very much about this part. Its a powerful action or ability that only the recipient can implement.
Capitalists gain 10 or 50 each turn for each trade partner
Socialists gain 20 or 40 each turn per trade partner
Communists gain a flat 30 each turn for each trade partner
Dictatorships lose population loyalty for an increase in economic stability - their lowest gains +5 and their highest gets -10.
Republics have increased population loyalty, in exchange for monetary benefit - their highest gets -5.
Democracies have no change, but are more likely to gain their highest bracket, and in the case of communists, a +10 bonus 50% of the time.
a Country receives a base 70% chance of receiving the better income, but it is modified with the following variables -
Democracy: +10%
Losing a trade partner: -10%
Gaining a trade partner: +5%
Having war declared upon you: -20%
Declaring war upon another: +5%
Declaring mobilization: +30% for the first 4 turns, then an accumulating -5% bonus for the following turns.
Having your country invaded: -40%
Invading another country: -10%
Signing a military alliance/signing a treaty: +5%
Breaking a treaty, peace, or truce: -10%
Demobilization: must have "Declared Mobilization", must demobilize half of your military. +20% for the next 5 turns, afterward it returns to normal levels.
Be discovered in a espionage action, or suffer the effects of one: -15%
Have a Nuke dropped on you: -60% for the next 20 turns.
Have your country suffer revolution: -30%
Have another succumb to your culture: +30%
Unless otherwise specified, the benefit only last for that turn.
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