Rules

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Litos
Revisionist
Posts: 167
Joined: 17:25:25 Sunday, 15 September, 2013

Rules

Post by Litos »

Rules

=Diplomatic=
Major agreement: -10, brings country into your sphere of influence. Otherwise, they might listen to you but they’re not bound to you as allies. Sphered countries follow up with you on most actions and you can demand their assistance and military aid.
Nullify agreement: -10, used by country in another’s sphere. Becomes neutral country. Increases coup chance.
Embargo: -25, decreases economy of target
Trade deal: -25, increases economy of both countries and decreases popularity.

If you are a UN member and don’t comment on something that affects your country that develops by making a thread for it, you lose popularity.

=Domestic Actions=
Invest in economy: -50, best in economies that have educated people working for cheap prices.
Hold elections: -25, brings new government to power, possibly yours if you’re popular. If you get re-elected, decreases coup chance and increases stability.
Self-coup: -25, abolishes democracy, increases coup chance for two turns, and gives you absolute control.
Martial law: -25, weakens rebels but decreases popularity.
Arrest dissidents: -25, weakens rebels and increases stability but also increases coup chance for two turns.
Reform laws: -25, increases popularity and coup chance. In stable countries, virtually no risk of coup.
Default: 0, causes instability and decline in trade and economy but eliminates debt.
Austerity: -25, decreases economy slightly and popularity greatly, increase in coup chance. Dramatic reduction in debt. Effects compound turnly until the program is stopped.

=Covert=
Assassinate officials: -10, say what kind. Military leadership, bureaucrats, political leadership, businessmen, rebel leadership, opposition. Can be used on own country’s rebels and opposition.
Coup: -50, overthrows government. Can be subject to countercoups if enemy gains wind of it.
Infiltrate government: -20, learn about the actions of a particular government, partially or fully.
Purge government of spies: -10, can be your government or a friendly one. Chance of success dependent on how good the enemy intelligence network is. Removes all or some spy presence.
Ship arms to faction: -10, sends small arms to rebels and increases their number. Historically quite a cheap and effective action.
Economic sabotage: -10, most effective in capitalist countries. Decreases economy of target.
Terrorism: -10, decreases stability of target but increases government popularity. Note that if stability drops to very low levels, gov popularity decreases dramatically anyway so it’s outweighed.
Secret bombings: -10, say who you’re going to bomb. Can bomb people this way without public backlash, but the international community knows who’s being bombed, just your people won’t be able to prove it.
Fund opposition: -10, greater chance of winning next election.
Create Rebel Group: -50

=Military=
Create unit: -50.
Upgrade military level: -10 x units x level. Unpopular if there isn’t an apparent need and your country isn’t totalitarian.
Upgrade nuclear/space level: -50 x level
Offensive: -10/unit.
Deploy: -10/turn, including first turn. That first turn’s cost is waived if it’s an offensive too.
Bomb: -10, if you have planes you should use them in air support. Can use a many times as you want on military, civilian, economic targets, rebels, etc., say what.
Blockade: -10, say country/group of countries. -10/turn
Send heavy equipment: -25, can either be to rebel group or professional army. A much more effective but also more out in the open form of sending arms.
Send advisers: -10, greatly increases effectiveness of lower level armies but decreases popularity.
Deploy nukes: -world

Maintenance is -10 x military level x unit
Space and nuclear levels are -10/level

If your rivals are upgrading their military, space, and nuclear levels too much and you aren’t, you get removed.

Debt is 2.5% interest a turn

Levels are:
1: Minimum of a professional army
2: Motorized force
3: Combined arms
4: Modern

Space:
1. Satellite
2. Manned flight
3. Space station
4. Moon landing

Nuclear:
1. Bomb
2. Short range missiles
3. Medium range missiles
4. ICBMs and ABMs

Stability:
0. Anarchy
1. Rump government: The government controls only a small portion of the country
2. Politicking clique: The government technically in control but has a lot of internal plots
3. Authority: The government is stable in leadership (or has a smooth process of replacement) and is in control of most of the country.
4. State control: The government has control over many aspects of peoples’ daily lives, through either totalitarian measures or capitalism, ads, and materialism creeping into citizens’ daily lives. Heavy use of biopower.

Protests generally reduce bipower and bring stability down to 3. Mobilizing heavily against an enemy (even if you’re not at war), as long as you can convince the people of threat, can increase stability, as can purging political opponents as long as you “hold on” after protests. In situations of rebellion, the civil war usually needs to end in government victory. Economic improvement in times of peace often leads to transition from authority to state control.

You need 1 less air level than your opponent to bomb them, but your chance of success is small. If you’re at the same level and bomb them often in the beginning of the war, you might gain air superiority for the rest of it and their rolls go down. 1 air level up and you start with superiority.

You need 1 naval level more than your opponent to blockade them.

Actions are decided partially by RNG, partially by fiat, with heavy RNG preference.

Fluff and turn quality do not correlate.

Bankruptcy which leads to either lots of instability for totalitarians or fall of a democratic government is debt interest exceeding economy.

# units represents also how many you can quickly mobilize and reserves in a war, without conscripting additional people. So USSR has more than China, for example.

Ideologies make it easier to form alliances with other countries. It’s harder to ally with states that are further from you, and ideology constrains your actions. Here they are on a left-right spectrum:

Maoism: Belief in the universal Communist society, mass line, government domination, and people’s struggle. Tendency towards pragmatic and aggressive foreign policy and investment-focused and totalitarian domestic policy.
Marxism-Leninism: Beliefs refined continually throughout history by Soviet politicians re-interpreting the works of their predecessors. In its modern form under Brezhnev, it involves careful state planning, fighting attritional wars with enemies, a hardline and stable socialist bloc, and supporting wars of national liberation against capitalism. Countries usually take a defensive policy, cling to the USSR, invest (to limited success) in their economies, and are virtually obliged to support rebels in colonialist or Conservative countries.
Arab Nationalism: Brainchild of Nasser, the belief that the Arab world should unite against the Zionists and pioneer a third way through socialist but not Communist or Atheist principles.
Socialism: Permits private ownership and capitalism, either by businesses or worker cooperatives, but gives benefits to the people. Generally, these countries are careful with military involvement and make limited commitments to economic development.
Capitalism: Belief in the power of the market through classical liberalist and, recently, Freshwater principles. Usually it takes militaristic and interventionist overtones, means support for big business, and involves a lot of tax cuts and grants to businesses (investment in the economy). The ideal society is one where there is free competition at home guarded by a mighty military abroad.

The term “Social market” usually indicates the country is wavering between Capitalism and Socialism by elections.

Conservatism: Traditional elites ruling over a society and trying to preserve an old way of living, usually through squashing domestic dissent. Foreign commitments are almost never made by the government, unless in coalition with a bigger power.

You can change your national ideology through specifying it then calling an election/referendum, though you may be defeated and another ideology could come to the forefront.

Diplomatically and publicly, you almost always have to support or at least not condemn countries and rebel efforts of your ideology, though in private your government can do as it wishes.
1990: India
Aliens: Saddam, breaker of chains, breaker of Iran
Metal Gear: Zionist Entity
1800: Victor Emmanuel I, Prime Donkey of Sardinia
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