Diplomatic Actions
Push for government reforms in NPC nation (-50 credits, if succeeded more support globally towards ideology plus increased relations with nation, name what reforms are requested)
Negotiate End of Conflict [-20 credits, can only be done for NPC-NPC conflicts (such as NPC nation vs. rebels) or You vs NPC, name what you will do to end the conflict]
Players may also send money to each other secretly or publicly as a means of funding. Mention in your turn whether you intend for your funding to be private, or public.
Economic Actions
Send Aid to NPC Nation/Rebels (-50, will improve stability and perhaps economy of nation while also improving relations with nation, -100 will improve relations more, -200 will dramatically improve relations, if given to rebels it will be secret and giving aid to a nation helps weaken rebels in said nation.)
Investments [-100 or in blocks of 100 (eg 200, 300), will raise economy, used too much and you will lose popularity.]
Covert Actions
(Note that if you do a covert action but don't get news of the results, but your treasury was affected, then assume it failed but wasn't caught)
Set up rebel movement in nation (-75 credits, if succeeded rebel movement appears in nation, if failed nation becomes enemy)
Influence rebels towards ideology (-30 credits, if succeeded rebels adopt your ideology, if failed drop in relations with nation with rebels)
Frame foreign nation (-30 credits, pick nation, then framed nation, will frame nation, causing loss of relations with other nation, if caught both nations become enemies of yours)
Organize secret bombing campaign against nation or rebels (-100 credits from nation, nation becomes enemy and diplomatic relations with other nations decrease if caught, will hurt stability, economy, and possibly military of bombed nation)
Coup government (-150 credits, if succeeded gain a new, loyal government in nation, if failed make nation your enemy)
Assassinate leader of nation (-30 credits, international condemnation if found, if not then new leader rises with stability hit)
Fund political opposition in NPC nation (-20, will help opposition win in selected nation when elections are held if successful)
Military Actions
Deploy/withdraw troops (-10 credits from nation each deployed unit, automatically counts as an attack.)
Attack with troops (-10 credits for each unit that attacks, inside your nation or in another)
Buy another unit (-50 credits)
Bomb nation/rebel group (-25 credits, nation becomes enemy and diplomatic relations with other nations decrease, will hurt stability, economy, and possibly military of bombed nation)
Increase nuclear program (-100 credits for level 1, increases by 100 each level)
Decrease nuclear program (+100 credits for turn)[/quote]
The goal of the game is to roleplay the best and achieve your aims, whatever they may be. The game is played via private messages. The GM will send a credit report to each player for the turn and they select a list of actions they wish to do. This usually takes place every day or two days.
There is a system of nuclear war breaking out in the game. Any power attacking a nuclear opponent three levels or more below his own nuclear level is able to achieve nuclear primacy - effectively saturating and incapacitating the opponent's arsenal and avoiding MAD.
A nuclear level of 1 represents functioning tactical nuclear devices, massively increasing defense against conventional attack.
A nuclear level of 2 effectively precludes successful conventional invasion.
A nuclear level of 3 represents a number of functioning offensive nuclear missiles, allowing offensive threat of nuclear attack.
A nuclear level of 4 represents functioning ICBMs.
A nuclear level of 5 represents a larger arsenal of ICBMs.
A nuclear level of 6 represents a massive arsenal of functioning long-range ICBMs, enabling the complete destruction of an opposing player.
A nuclear level of 7 represents ICBMs equipped with MIRVs and deployed throughout the world on a sizable boomer fleet. At this level, it is impossible to saturate one's nuclear defenses.
The Doomsday Clock was started in 1947, and counts down the minutes til Midnight, with 1200 signalling nuclear war. The closer the minute hand is to midnight, the closer the world is to nuclear war, and hence, the higher tensions are running.
Mutually Assured Destruction ends the game.
Foreign spending and such do not require action points, you can freely adjust them each turn. Deficits siphon credit income away the larger they get, and if left unattended can slowly grow over time. Nations with the exception of the USSR (with the exception of perestroika) are able to 'pay' for an action by putting it under deficit. Large deficits should not be paid off immediately, as that can cause economic instability. Instead, it should be gradual (For example, 200 creds each turn towards reducing debt).
Rules
- OYID
- Chairman
- Posts: 1649
- Joined: 17:52:23 Wednesday, 22 August, 2012
- Location: Huojin's Bathroom
Re: Rules
Extra rules:
- Posting your country's newspaper (so as to present your positions and version of what happened) and engaging in diplomacy in the UN (hell, even in your side's private subforum if you do it In-Character) will give you an edge. How much of an edge? It depends on how much you post, how much I like it, and what relation (if any) it holds to your projects. Good RP will still help you in your actions even if you don't mention them by name, but obviously doing so is much more likely to yield the desired result.
- Everybody has to post their countries in their sig so I can keep track of shit aight? aight cool
Great Peace - The Second International
War in Anfanica - The Great Spirit In The Sky
War in Anfanica - The Great Spirit In The Sky