peaceman
Corporal
ACTA NON VERBA
Posts: 67
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Post by peaceman on Nov 11, 2012 17:11:16 GMT -5
;D
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peaceman
Corporal
ACTA NON VERBA
Posts: 67
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Post by peaceman on Nov 11, 2012 17:13:46 GMT -5
Procedure
Step 1. Choosing country location, government, economy and leader (Step1 Below)
Step 2. Fill out Nation Card your nation has 30 points to spend on statistics (Step2 Below)
Game "Turns"
Every in game month is an economic "turn"
We will now start building our countries.
Part One
Step 1. Civilization Name:
Step 2. Choose a Government (These modify your finished Nation Card and can give you a 6)
Governments can vary to be whatever you want it to be. The only exception that must be made is that you must have a head of state who has to have one of the leader traits mentioned. You must also post how often your leader changes, etc. If a leader lives too long or has some bad luck in an update, I will create a new leader based on naming schemes. There is an exception. If you are a monarchy or otherwise hereditary government, new heirs will be born occasionally and will inherit the throne when your leader dies. If none hereditary you can name your own heir or simply deal with it only when the time comes (probably not a good idea).
Government types:
Authoritarian ( -1R/+1O ) - a political system controlled by unelected rulers who usually permit some degree of individual freedom.
Communism ( -1I/+1G ) - characterized by single party rule or dominant party rule of a communist party and a professed allegiance to a Marxist-Leninist communist ideology. A state of the working class.
Constitutional Monarchy ( +1P/-1R ) - A government that has a monarch or emirate, but one whose powers are limited by law or by a formal constitution.
Constitutional Republic – ( +1P/-1R ) A government whose powers are limited by law or a formal constitution, and chosen by a vote amongst at least some sections of the populace.
Democracy ( +1P/-1R ) - Rule by a government chosen by election where most of the populace are enfranchised with the right to vote.
Dictatorship ( -1P/+1G ) - Rule by an individual who has full power over the country.
Fascism ( +1R/-1P ) - Fascists seek rejuvenation of their nation based on commitment to an organic national community where its individuals are united together as one people in national identity by supra-personal connections of ancestry, culture, and blood through a totalitarian single party state that seeks the mass mobilization of a nation through discipline, indoctrination, physical education and eugenics.
Monarchy, Tzardom or Emirate ( V ) - Rule by an individual who has inherited the role and expects to bequeath it to their heir.
Oligarchy – ( V ) Rule by a small group of people who share similar interests or family relations.
Plutocracy ( V ) - A government composed of the wealthy class. Any of the forms of government listed here can be plutocracy.
Republic ( +1P/-1R ) - a form of government in which the people, or some significant portion of them, have supreme control over the government and where offices of state are elected or chosen by elected people.
Socialism ( +1P/-1I ) – State Socialism advocates for the nationalization of the means of production, distribution and exchange as a strategy for implementing socialism. Social Democrats advocate redistributive taxation and government regulation of capital within the framework of a market economy. Libertarian Socialism advocates direct worker's control of the means of production without relying on state power to achieve such an arrangement, while also opposing parliamentary politics and state ownership over the means of production.
Theocracy ( +1R/-1T ) - Rule by a religious elite.
Totalitarian ( -1P/+1R ) - Totalitarian governments regulate nearly every aspect of public and private life.
R = Resilience, P = Population, O = Offensive Power, I = Industry, T = Technology, G = Ground Power, V = Varies (means further choice is required to define this type of government antagonistic monarchy)
Step 3. Choose an Economy – the ability of the economic systems principals to deal with economic problems. (These modify your finished Nation Card and can give you a 6)
economic type: Capitalist-Nationalist (Mercantilism) ( +1I/-1P ) – Nationalist economy whose goals are to advance national business interests.
Free Market Capitalist (Laissez-Faire) ( +1I/-1R ) – Supply and demand are allowed to reach natural equilibrium without government intervention. Private ownership is key.
Social Market Capitalism ( +1R/-1O ) – Free market system with government intervention. State provides significant social security, unemployment benefits and recognition of labor rights through national collective bargaining laws
Communism ( -1T/+1P ) - Common ownership of the means of production, with distribution determined by need.
Corporatism ( -1R/+1I ) – Social hierarchy and corporate privilege; Corporate relationship with agreed upon obligations between employers’ and employees. Feudalism
Participatory ( -1I/+1P ) – Workers vote on what to do, balanced job complexities so that no one is in charge, compensation for effort and sacrifice workers are paid higher wages than thinkers.
R = Resilience, P = Population, O = Offensive Power, I = Industry, T = Technology
Step 4. Create a Leader
Leaders Name
Leader Traits
Leader Traits are what sort of benefits that your leader brings to the faction as a whole. When your leader dies, the following leader will likely have a trait of his own. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or rarely at all. All factions have been given a number of randomly generated heirs where applicable.
Fertile: Your leader is a stallion among his people, and they replicate this themselves. In addition to producing more heirs if you're a monarch, your population will have a high growth rate.
Mercantile: A man who knows his figures, this sort of ruler will always get the most out of production, taxes and trade. +1 Industry.
Intellectual: As a tinkerer of some renown, this leader is frequently the center of explosions of brilliant ideas and occasionally fire or shrapnel. +1 Technology
Warrior: A fighter and general known well to his people, the warrior is noted for his prowess in arms. His soldiers are significantly better in battle than those of any other nation. +1 Offensive Power
Religious: Your Leader is a Holy man, he gets the most out of his people, they rally to the country. +1 Resiliance
Leaders Background Story:
Step 5. Choose a starting Location:
Step 6. Provide map with location marked
Step 7. Preferred Map Color:
Step 8. Preferred Leader Names: for use when generating heir names
Step 9. Preferred City Names: for use when you establish a new outpost
Step 10. Country Background:
Step 11. List at least one long term goal and three short term goals:
Step 12. Choose five items your country has for export:
Step 13. Coose seven items your country must import:
Step 14. Create your countries military ORBAT
Part 2 Create your country card.
Numbers are not permanent and can go up or down during the game.
Population – The total number of legal citizens in your country. Average Population: varies to game period. Max army size should not exceed Population+1
Industry - How effective your nation's industry is. Average GDP or GDK for the time period. Provides money to buy trade goods from NP countries or weapons from players. Industry also allows you to build new units to replace losses and expand your military. If your military is Industry +2 or higher, than your army suffers negatives due to lack of resources.
Technology - How advanced your nation's technology is. Average Technology: Based on Game setting. Sets you countries technology base, the lower the number the lower your technology, or weapons capability.
Resilience - Your nation's ability to resist invasions and natural disasters. Average Resiliance: involves Active Civil Defense, Public Health, Basic Building Codes, National Guard. This is your defense against an attack against your population, or industry base. It also allows you to recover from natural disasters.
Ground Power – The relative comparison of world armies including strength, logistics and finances. Average Ground Force: Depends on game time period. This sets the limit of soldiers, to include artillerymen, tank drivers, mechanics, etc. Point of note: For every combatant there are usually between 6-9 support staff.
Naval Power - The size and effectiveness of the nation's naval fleets. Average Naval Force: Varies by game period. This is the size of your naval forces, combat ships only. Auxiliaries do not count against this number. Naval Infantry, Marines, UDT, SBT etc do not count against Army size. HOWEVER, I will look and If I see something looks goofy I will let you know.
Air Power - The size and effectiveness of your nation's air force. Average Air Force: varies depending on game period. This is your air force. This does not count air security troops, air base garrison force, air force commandos, AAA, etc. However, again I will look and let you know if you are going to far
Deployment Speed - How fast your nation responds in the event of war. Deployment speeds are based on a standard chart your speed is modified by your deployment speed. So a Navy ship with an oil engine can travel 600 miles a day. A higher deployment speed goes faster (better engines), a lower speed goes slower.
Offensive Power - A measurement of troop morale, leadership and the ability to bring offensive power to bear. This is the magic number that measures the true oomph of you combat men and women. Low numbers tend to peace, High numbers are Vikings!
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peaceman
Corporal
ACTA NON VERBA
Posts: 67
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Post by peaceman on Nov 11, 2012 17:14:47 GMT -5
Population – The total number of legal citizens in your country. Average Population: 11.2 million 5 - Largest Population 4 - Above Average Population 3 - Average Population 2 - Below Average Population 1 - Smaller Population
Industry - How effective your nation's industry is. Average IO and GDP: $300,000 GDK 5 - Industrial giant; High GDP 4 - Above Averag Industrial Output Comfortable GDP 3 - Average Industrial output and GDP 2 - Below Averag Industrial Output and GDP, Some Debt 1 - Small Focused Industrial Output, Low GDP, Debtor nation
Technology - How advanced your nation's technology is. Average Technology: 1950 technology 5 - Two Generations technology advancement above 4 - One Generation technology advancement above 3 - Average technology advancement 2 - One Generation behind technologcial advancement 1 - Two generation behind technological advancement
Resilience - Your nation's ability to resist invasions and natural disasters. Average Resiliance: Active Civil Defense, Public Health, Basic Building Codes, National Guard 5 - Great disturbance resistance, bounce back even better. 4 - Good disturbance resistant, bounces back. 3 - Disturbance resistant, eventually bounces back. 2 - Poor disturbance resistance, recovers but worse than before. 1 - Little disturbance resistance, probable collapse.
Ground Power – The relative comparison of world armies including strength, logistics and finances. Average Ground Force: 300,000 soldier -http://www.bayonetstrength.150m.com/index.htm
5 - Largest World Ground Force 4 - Above average ground Force 3 - Average world Ground Force 2 - Below Average Ground Force 1 - Smaller Ground Force
Naval Power - The size and effectiveness of the nation's naval fleets. Average Naval Force: 146,000 men; 90 ships 5 - Largest World Naval Force 4 - Above average Naval Force 3 - Average world Naval Force 2 - Below Average Naval Force 1 - Smaller Naval Force
Air Power - The size and effectiveness of your nation's air force.Average Air Force: 222 Aircraft; 153 Helicopters 5 - Largest World Air Force 4 - Above average Air Force 3 - Average world Air Force 2 - Below Average Air Force 1 - Smaller Air Force
Deployment Speed - How fast your nation respond in the event of war. 5 - Very high deployment speed. 4 – High deployment speed. 3 - Medium deployment speed. 2 - Sluggish deployment speed. 1 - You'll probably have half of your army wiped out before the orders are even sent...
Offensive Power - A measurement of troop morale, leadership and the abbility to bring offensive power to bear. 5 - Excessive Offensive Power 4 - Above average Offensive Power 3 - Average Offensive Power 2 - Below Average Offensive Power 1 - Poor Offensive Power
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peaceman
Corporal
ACTA NON VERBA
Posts: 67
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Post by peaceman on Nov 11, 2012 17:18:54 GMT -5
Economy...Economy works on a monthly basis. Industry x 5 billion is the available money you can spend in a month on imports or foriegn military equipment or aid.Industry also tells you how many units or combinations you can build in a month. Each number represents 10,000 soldiers, 100 vehicles, 2 small-medium ships, 10 aircraft or 1/5 large ship.Exports to othe players may provide income based on your negotiations.NO military category may be greater than 1 number higher than industry.Civil Strife is caused by poor government choices. It is a disaster brought on by poor Rp decisions. DP 3-30. Countries Resiliance is subtracted from DP; Industry can be used to remove DP's at a 1 to 2DP ratio. Foriegn Aid or Industry can be sent as well.Disasters:Disasters and their effects are the realm of the moderator. Below is the standard disaster points from disasters. Weather DP Hurricane 1-20 Tornado 1-6 Flood 1-10 Landslide 1-6 Blizzard 1-10 Drought 1-20 Geological DP Caldera 5-50 Volcano 3-30 Earthquake 1-20 Tsunami 1-6 Man Made Disasters DPCrashes 1-6 Fire 1-6 Explosions 1-6 Chemical Accidents 1-10 Nuclear Accidents 5-50 Biological 1-20 Pollution 1-10 Attachments:
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peaceman
Corporal
ACTA NON VERBA
Posts: 67
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Post by peaceman on Nov 11, 2012 17:19:54 GMT -5
Size of the Army: Should not exceed 10% of the population or risk a 'disaster'.
Unit Types
Airborne: Parachute or helicopter lift allows surprise.
Terrain Specialist: +2 (Amphibious, Arctic, Jungle, Swamp, Mountain, Urban)
Armor: Ignore first casualty hits, 2 steps of mobility
Support Unit: Repair damaged units
Combat Engineer: Dig in, Create bunkers, Cross Water Obstacles, Decon NBC
Field Artillery: Bombardment range = Tech level in miles, can pin down units 200mm-270mm +2 271mm-380mm +4 381mm+ +6 ICM-DP +2 RADM +2 SADR +2 Copperhead +2
Flight: air to air, air to ground, recon, 2 steps of mobility, +1 vs Non air units
Guerilla: +1 from Ambush
Heavy: Ignores first casualty hits, +1 Combat Rolls
Infantry: Dig In, Recon
Mechanized: Ignore first casualty hit, One Step Mobility
Medical: Heal Casuaties, Heal NBC hits; quarantine biological attack
Intelligence / DASC +1 Combat
Special Forces: +1 Combat
Navy - DD, DE, GC +2 vs ASW
Navy - AC ignores first hit, +1 Combat
Navy - C, CL +2 vs aircraft and DD,DE,GC
Navy - BB Ignores two hits. +2 combat
Navy - CV Ignore first hit. +1 vs Aircraft / missiles
AIR Attack +1 vs Ground troops
AIR Weasal +2 vs AAA / SAMSize of the Army: Should not exceed 10% of the population or risk a 'disaster'.
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peaceman
Corporal
ACTA NON VERBA
Posts: 67
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Post by peaceman on Nov 11, 2012 17:20:32 GMT -5
COMBAT
Countries Offensive Power
Each Ground Strength exceeding industry +2 = -2
Each step of technology superiority: +2
Opponent unit pinned down by artillery +2
Momentum +1 / round of success
Dug In +2
Bunkers / Fort +4
Keep +5
Extensive Fortification / Fort +6
Underground Nuclear Bunker +8
Defender Outnumbered +2 X2 +4 X3 +6 X4+ +8
Surprise +2
Each step of mobility in attackers / defender favor (foot, cavalry, mechanized, armor[helo, prop, turboprop, jet, rocket]) +2
Chemical Weapons +3 vs unprepared, Green or Raw units; +1 vs prepared units; dwell time lasts 5 combat turns
Biological Weapons +1 combat; each combat turn it spreads to an adjacent unit from the current affected unit until quarantined, than lasts 5 turns.
Tactical Nuclear Weapons +8 primary blast radius; +6 Secondary Blast Radius; +2 Radiation Zone
COMBAT
Compare units total score; higher number wins; ties are referred to die roll.
The difference between the two scores x10 is the percentage dead the enemy unit suffers. 2 x this are wounded or damaged.
Victorius units suffer 10% killed and wounded of the losers i.e. after a battle loser suffers 60% casualties, victor suffers 6% casualties.
(Germany scores 4, Russia scores 2; Germany wins by 2. 2 x 10 = 20%; The Russian attack force suffers 20% fatalities and 40% wounded)
At the end of each combat action a unit in combat may withdraw; if in contact with enemy then it suffers 10% combat losses except when stealth applies.
Strategic Attacks can attack a nations Population, Industry or a Military. Offensive Power + Technology vs Resilience + Technology. If you lose the stated resource is decreased by the difference.
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peaceman
Corporal
ACTA NON VERBA
Posts: 67
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Post by peaceman on Nov 11, 2012 17:21:03 GMT -5
Deployment Speed: 1 reduce travel distance by .25; 2-3 increase distance travelled by .25; 4 increase distance travelled by .5; 5 increase distance travelled by .75
Foot = 32 miles / day Horse = 40-50 miles / day Wagon = 40-50 miles / day Early Train = 280 miles / day – Deployment Speed - 3 Early Motor Vehicle = 320 miles / day – Deployment Speed - 2 Early Blimp = 145 miles / day – Deployment Speed - 2 Early Aircraft = 790 miles / day – Deployment Speed - 2 Sailing Ship = 432 miles / 24hr day – Deployment Speed - 2 Early Coal Ship = 380 miles / 20hr day - Deployment Speed - 2 Early Oil Ship = 600 miles / 24hr day - Deployment Speed - 2 Ether Craft = 920 miles / day – Deployment Speed - 2 Cold War Train = Express 560; Passenger 320; Freight 150 / day – Deployment Speed - 3 Cold War Motor Vehicle = 410 miles / day – Deployment Speed - 2 Cold War Blimp = 640 miles / day – Deployment Speed - 2 Cold War Aircraft = Propeller 2400 mph / day; Jet 4400 miles / day – Deployment Speed - 3 Cold War Ship = 700 miles / day – Infrastructure - 3 Modern Train = 640 /day; Bullet train 1,520 /day – Deployment Speed – 3; Bullet – Deployment Speed - 4 Modern Motor Vehicle = 600 / day – Deployment Speed - 2 Modern Blimp = 750 / day – Deployment Speed - 3 Modern Aircraft = propeller 2690 / day; jet 4550 / day – Deployment Speed - 3 Modern Ship = 840 / day – Deployment Speed - 3 Modern Space Planes = 17,500 mph – Deployment Speed - 5
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