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Rules

Posted: 09:12:05 Saturday, 14 December, 2019
by Tellos
[Credit to scorpion for I used his rules from metal gear as a template and modified from there.]

Diplomatic Actions/Domestic Actions

Free- as most problems will vanish in meaningful ways once this starts I wont be charging you for implementing domestic policy.


Foreign/Economic Actions

Send intelligence mission - 10 credits Basically this is sending people to gather intel or counter enemy intel.

All other forgien actions will be 5c to do.

Military Actions

-Deploy/withdraw army/navy 1 credit per unit. All units deployed this way are active ones and will move out immediately on that turn deemed already mostly prepared or not needing very long to organize.

-Deploy Special forces Team(-10c, Send a Special Ops team of your choice to carry out, or spearhead tough missions.)

-Buy another Land unit(-10c. Units go straight to the active units pool, where they cost nothing to maintain.) This

-Mobilize Reserve unit (-5c, takes one turn to do so. Takes reserve units and puts them on active duty.) Note reserves are those not in your unit pool, this represents reservists who maybe do by weekly training to stay relevant and such. Any already in normally produced pool are deemed active units.


Research

Research will be broken up into two types Advancing current tech and making new tech.

Advancing current technology 100c

Developing new technology 200c [if based on captured tech will discount to 100c]

The differences are that advancing your own tech will be faster and go along typical OTL style lines because its normal human thinking. At least it is in so far as we know humans have in the past. Entirely new tech outside of this will take longer but has significant rewards if successful.

However dangers can exist too with this latter form, Russia secretly tried to make a cure and in their haste did not test their new vaccine and while it did make these troops stronger and better and immune to it at first. They alter became their own feral monstrous new foe unto itself called the Cloven.

So for it to be safe logner times can exist to develop, if you wish to push it faster you can however there is no guarantee that it will be safe. [it is not guaranteed it wont either] so one should always weight risks.

Note on costs: reason for such low costs for alot of things is simple. Your going to be pumping most of your economy into the war once it starts likely and it will greatly matter to have more units.

[Turn Structure]

So here is how this will go first you will do any domestic actions you wish then military actions will be done. You will send your turn in all at once but I will process them in this manner.

Military actions will be based on your plans vs how I operate your enemy. While details are good lets avoid multi page essays. Now if your plan just requires a long long post I’ll deal with it.

Each turn a country will be given credits based on the state of their country and how well things are being run. Your domestic actions matter even if they don't cost credits. As you lose territory and people to the chimera this will go down or require you to go into debt. While debt wont be too big a deal at a certain point if you get too far into it and show no signs of making it out alive your benefactors may stop giving you more money and you may be cut off.

This could also indicate people cannot buy bonds anymore.