Diplomatic Actions
— Push reforms in NPC nation / Carry out domestic reforms [-25 credits. Reforms should be broadly outlined at minimum. If successful, may improve relations with target nation, increasing ties, influencing them towards your goals or ideology, and potentially drawing them into your sphere of influence.]
— Negotiate with NPC / Player [-0 credits. Discuss a proposal with the GM or propose an arrangement in your turn PM with NPC individuals, factions, groups, nations, groups of nations, etc. You may request that they do anything.]
— Provide Military Assistance [ -50 credits. Provide blue prints, prototypes, and military advisers to speed up technological research in a country]
Players may also send credits 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. If you do not specify, it will be public.
Economic Actions
— Send Aid to NPC / Player [No minimum. Specify type of aid and its intentions. Can have a number of effects, from improving stability, bolstering military forces, assisting economy, improving relations with target, etc. As with aid to players, whether it is secret or public must be stated. States, public figures, and groups default to public; rebels default to secret. Too frequent use or too high expenditure may cause moderate popularity harm.]
— Make Loan to NPC / Player [No minimum. Up to players to negotiate terms. Too frequent forgiving of loans or failure to pursue repayment may cause serious popularity harm.]
— Investment [-50 credit increments (e.g. 50, 100, 150, 200, etc.). May increase your nation’s economy, affecting overall credit income. Extensive use may harm popularity. If not mentioned in the news, the action failed.]
— Industrial transfer [-25 credits. Transfer industrial capabilities from one region to another.]
— Arms Sales [Varies. One unit may update another nation's unit to a higher level. The cost is the level difference times ten in credits. For example upgrading a level one army unit to level 3 costs 20 credits to the bank. May only upgrade to highest level of "seller"]
Covert Actions
(If not mentioned in the news, the action failed but was not discovered.)
— Establish rebel movement [-50 credits. Specify name and ideological goals at minimum. Details on sources of support preferred. If successful, a rebel movement will appear in the target nation.]
— Influence rebel movement towards ideology [-20 credits. If successful, rebel movement will favour you, and may adopt your ideology.]
— Frame foreign nation or individual [-20 credits. Frame a nation or an individual for either an invented action, or an existing action - including one of your own. Discovery may seriously harm relations.]
— Organise sabotage/terror campaign [-25 credits. Specify methods and target(s). May harm target nation’s stability, economy, military, etc., and may be of a wide ranging nature, from car-bombings to economic sabotage.]
— Organise false-flag attack [-50 credits. Disguise your own units as being from another nation, be they allied/friendly to assist them, or an enemy to incriminate them. May cause harm to target’s stability, economy, military, and diplomatic relations. Holds risk of instigating war.]
— Coup government [-75 credits. Specify by which local elements the coup is being carried out. If successful a new government will be established.]
— Assassinate target [-30 credits. Specify individual to assassinate. Failure and discovery may result in international condemnation.]
— Fund political opposition[-20 credits. May strengthen political opposition factions, groups, or parties in target nation. Particularly influential in democracies.]
— Influence public opinion [-20 credits. Make use of a variety of methods, including statements, propaganda, the rumour mill, the media, etc., to influence the opinion of the public; of your nation or another nation.]
— False flag terror attack [-15 credits. Arrange a terror attack against a fellow nation or your own. May destabilise target. Can be used for a number of purposes.]
— Investigate terror attack [-20 credits. Where terror attacks occur, you may attempt to investigate them to acquire information. May provide accurate or false information.]
— Infiltrate rebel movement [-25 credits. Attempt to infiltrate a terrorist or insurgent movement.]
— Launch raid [-25 credits. Targets terror cells and operations.]
— Launch special forces operation [-10 credits. Designate a team of your nation’s special forces to launch any kind of operation, covert or military, you wish.]
— Rig Elections [-25 credits. Rig an upcoming election in a country. If its a historical election please provide the GM with sources]
— Steal Technology [-50 credits. Steal blueprints, prototypes, or doctrinal books. Allows for faster technological development]
Military Actions
— Recruit unit [-50 credits.]
— Deploy/withdraw/use units [-10 credits per unit. Initial deployment costs count automatically for the first attack. Subsequent turns require additional spending for the campaign to continue.]
— Bomb target [-25 credits. Can be used to target nations or rebel groups. May cause harm to target’s stability, economy, and military.]
— Launch non-unit attack [-10 credits. May be used for a variety of alternative or specific attacks, ranging from missile strikes to naval bombardments and more.]
— Construct defences [-100 credits. Specify defences and location. Will provide additional defence over given area against attack. Can allow for free upkeep on overseas deployments of a maximum of 3 units.]
— Pillage [Free. Soldiers plunder an area. Covers their upkeep for a turn and also provides additional credits. Causes negative responses in the host]
— Develop nuclear reactor technology [-100 credits, pre-requisite for developing nuclear weaponry, will impart a bonus to your national economy.]
— Increase nuclear level [-100 credits for level 1, increases by 100 credits for every level, incurs increasing maintenance costs. You may reduce your level for free.]
— Increase technology level [-100 credits for level 1, increases by 100 credits for every level. You may reduce your level for free.]
Technologies
Note: The tech levels do not indicate that a nation has no jet aircraft, for example, if they haven’t researched the appropriate level, but they represent the level at which this is the expected standard of equipment and training for their forces rather than just a few prototypes and elite units having the higher level. Similarly, having no air units does not mean the country has no planes and is defenceless from the air- all decent armies have some aircraft that support their activities and defend them against air attacks, covered under the land warfare levels - but air units represent a strategic unit capable of independent operations. Neither does no naval units mean the coast is entirely unprotected - most nations have coast-guards using small patrol vessels, and the like, but these are only capable of patrolling their own waters.
Land Warfare Levels
0: Pre-WW2, fully obsolete technology and doctrine capability. No motorisation, light tanks and few automatic weapons. Cavalry are still in use, and most logistics is done by horse transportation. Tactically, only a few lessons have been learned from WW2, and this nation lacks the capability to put most of them into effect.
1: Early WW2, partially obsolete technology and doctrine capability. Some motorisation, though horses are still in use, medium tanks are common, and a moderate number of automatic weapons are in use. More lessons have been learned from WW2, and a few elite units are able to stand toe-to-toe against more modern forces, but most are relatively poorly trained and equipped.
2: Late WW2, regular technology and doctrine capability. Extensive motorisation, with horses and other animals no longer used for logistics. Heavy tanks are common, main battle tanks are beginning to appear and a large number of automatic weapons equip the troops. Most of the lessons of WW2 have been learned, with significant logistical and tactical expertise on display.
3: Post-WW2, advanced technology and doctrine capability. Full motorisation, with leg infantry no longer in use. Military helicopter experiments begin in reconnaissance roles. The armoured corps mostly use main battle tanks, and troops are fully equipped with automatic weapons. Researchable 1948.
4: Early 1950s, further advanced technology and doctrine capability. Infantry begin to mechanise with armoured personnel carriers, helicopters begin to be regularly used for utility purposes, main battle tanks are ubiquitous in the armoured corps, and assault rifles come into common usage. Fully amphibious vehicles begin to appear. Researchable 1950.
5: Late 1950s, further advanced technology and doctrine capability. Infantry are largely mechanised, with assault rifles ubiquitous. Helicopters begin to be useable as weapons platforms and increase in size to be capable of use as tactical assets to carry troops into battle. Armoured personnel carriers are generally amphibious. Guided missiles begin to come into use for air defence. Researchable 1955.
Aviation Levels
0: Pre-WW2, fully obsolete technology and doctrine capability. Little domestic production capability for aircraft, more modern aircraft are exclusively those purchased from foreign nations. No lessons learned from air combat in WW2, tactics obsolete.
1: Early WW2, partially obsolete technology and doctrine capability. Domestic production capability and limited research, but reliant on foreign imports, reverse-engineering and espionage for newer designs and advances, and most aircraft are surplus from the first half of WW2. Some lessons learned from air combat in WW2, tactics partly obsolete.
2: Late WW2, regular technology and doctrine capability. Full domestic production and design capability for current aircraft, including strategic bombers and large airliners. Most aircraft are surplus from the end of the war, though some early jet engine experiments have been carried out with prototypes, but they cannot yet be produced in enough numbers for significant use. All lessons learned from air combat in WW2, but tactics have jet to adapt to the Jet Age.
3: Post-WW2, advanced technology and doctrine capability. Full domestic production and research capability for current aircraft. Experimental supersonic aircraft have been built. Jets have begun to appear in normal service, and domestic jet engines can be produced in adequate numbers to allow this, though their quality is variable. Early civilian use of jet engines begins, though with glaring flaws. Jet Age tactics begin to appear.
4: Early 1950s, further advanced technology and doctrine capability. Full domestic production and research capability for current aircraft, though advances in aviation technology to the cutting edge require further funding and investment. Jets are now ubiquitous, with strategic bombers and the first successful jet airliners without glaring design flaws beginning to use jet engines as well. The earliest supersonic interceptors begin to appear as experimental aircraft. Researchable 1950.
5: Late 1950s, further advanced technology and doctrine capability. World-beating domestic production and research capability at the cutting edge of aviation technology. Piston-engined aircraft begin to be phased out of military use entirely except in specialist roles. Supersonic jet interceptors begin to become common, as do intercontinental strategic bombers and airliners. The first air-to-air missiles begin to appear. Researchable 1955.
Maritime Levels
0: Pre-WW2, fully obsolete technology and doctrine capability. Ships are not designed or modernised with lessons and advances from WW2 in mind. Carrier aircraft are highly limited in capability. Anti-submarine warfare is extremely primitive and lacks detection mechanisms. Submarines are exceptionally slow underwater and can only remain submerged for short periods of time before having to surface for air.
1: Early WW2, partially obsolete technology and doctrine capability. Naval radar has begun to come into use, some ships are beginning to be modernised with current technology. Carrier aircraft are somewhat less capable compared to land-based aircraft. Early submarine detection capability such as sonar begins to come into use, and specialist anti-submarine weaponry is available. Submarines are faster and able to stay underwater for longer, but are still very vulnerable to attack due to having to surface regularly.
2: Late WW2, regular technology and doctrine capability. Naval radar is standard on large ships, all older warships have been modernised, and sonar for submarine detection is ubiquitous. Piston-engined carrier aircraft are now equal in performance to land-based aircraft of the same tech level. Submarines are able to remain at periscope depth indefinitely thanks to snorkel technology, though they are still slower underwater than on the surface.
3: Post-WW2, advanced technology and doctrine capability. Naval radar becomes common on warships, greatly increasing targeting ability. Pre-WW2 vessels are being phased out of the navy. Faster, electric submarines that can remain fully submerged for long periods of time become available, greatly increasing their protection. Naval tactics and designs are fully developed with lessons learned from WW2.
4: Early 1950s, further advanced technology and doctrine capability. Naval radar becomes ubiquitous on warships. Aircraft carriers begin to be able to operate jet aircraft. Naval aircraft are fully capable of anti-submarine duties and submarine detection. Submarines that no longer sacrifice performance when submerged become available, making them able to threaten warships to some degree. Researchable 1949.
5: Late 1950s, further advanced technology and doctrine capability. Carrier jet aircraft are now comparable in performance and capability to land-based aircraft. Anti-submarine helicopters are now able to be carried by most ships in the fleet, greatly increasing ASW capability. Fully nuclear powered surface ships and submarines become available, albeit experimentally. Surface-to-surface and surface-to-air missiles begin to come into use on larger vessels. Researchable 1954.
Blue Water Navy (Special ‘Tech’)
0: No Blue Water naval power projection capability, with a limited logistics fleet train, unable to operate far from their home bases or provide air defence for the fleet without land-based aircraft nearby. Amphibious operations are difficult even in nearby waters.
1: Blue Water naval power projection capability, including aircraft carriers for offensive strikes and air cover for the fleet, with a full auxiliary logistics fleet train, capable of operating off any coast and deploying amphibious operations so long as there are friendly bases in the region.
Rocketry/Space Levels
0: Lacks the ability to create rockets due to lack of scientific knowledge or industrial material.
1: Basic cruise missile, like the V-1 . The range is limited to a few hundred kilometers and its accuracy is limited to targets as big as a city.
2: Single Stage Ballistic Missiles, like the V-2. These missile follow a ballistic trajectory, going high into the atmosphere. They are able to hit targets up to several hundred kilometers away.
3: Tactical Ballistic Missile, like the SCUD. These missiles are more accurate and reliable than earlier ballistic missiles. They can hit targets several hundred kilometers away.
4: Intercontinental Ballistic Missile, like the R-7. This weapon is able to fly thousands of kilometers to hit targets virtually anywhere in the world. At this stage, it’s military feasibility is very limited. The nation has the capability to send a satellite into orbit, utilizing it for scientific research, telecommunication, or espionage.
Nuclear Levels
Level 0: Lacks a scientific community and resources to engage in nuclear research
Level 1: Understanding and research into atomic theory and nuclear fission and having a functional scientific community
Level 2: having the capability for successful nuclear isotope separation and producing a fission reaction in the laboratory.
Level 3: represents having successfully analysed suitable nuclear fuels for a reactor and constructed a functional particle accelerator.
Level 4: represents constructing a working experimental nuclear reactor that is capable of reaching criticality and breeding nuclear material.
Level 5: Atomic Bomb, A functioning atomic bomb. This represents a marvel of human scientific achievement, yet also destruction on a level hitherto unknown. A nation’s stockpile is limited to a few atomic weapons.
Level 6: Mass Production of Atomic Bombs. The nation has mastered the logistics and technological knowhow of continually producing atomic bombs. The nation has a stockpile of 50+ weapons, possibly as many as several hundred.
Level 7: Hydrogen Bomb, the pinnacle of weaponry. The nation has mastered production of the Hydrogen bomb, a weapon an order of magnitude more powerful than the Atomic bomb. With this weapon, it can wipe easily wipe out another nation’s population.
Technologies: L, A, M, B, R, N
Players may spend more credits than they have by "deficit spending". Anything you spend beyond the amount you have (or where you choose to spend from deficit instead of credit reserves) becomes Debt. National Debt is calculated at twice the amount you deficit spent, and incurs a 5% penalty/interest charge per 100 credits debt per turn.
Game Rules
-
- Administrator
- Posts: 1034
- Joined: 02:29:10 Tuesday, 07 August, 2012
Game Rules
The goal of the game is to roleplay the best and achieve your national 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.
1990: Israel
Metal Gear: Iran
New Vegas: Salvador
Brazil: Proletarian Unification Party
1936: Empire of Japan
1971: China
Kaiserreich: CSA
You either die Fo'Dolo or see yourself live long enough to be the Patton.
Metal Gear: Iran
New Vegas: Salvador
Brazil: Proletarian Unification Party
1936: Empire of Japan
1971: China
Kaiserreich: CSA
You either die Fo'Dolo or see yourself live long enough to be the Patton.