Post by peaceman on Dec 3, 2012 22:22:03 GMT -5
Procedure
Step 1. Choosing country location, government, economy and leader (Step 1 Below)
Step 2. Fill out Nation Card your nation has 30 points to spend on statistics (Step 2 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 among 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 re-distributive 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 Resilience
Leaders Background Story:
Step 5. Choose a starting Location:
Step 6. Provide map with location marked
Step 7. Preferred Map Color:
Step 8. Country Background:
Step 9. List at least one long term goal and three short term goals:
Step 10. Choose five items your country has for export:
Step 11. Choose seven items your country must import:
Step 12. Create your countries military ORBAT identifying where your forces are located,
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: 90 million. 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: 1960. 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: 450,000. 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: 90 ships. 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: 800. 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!
Step 1. Choosing country location, government, economy and leader (Step 1 Below)
Step 2. Fill out Nation Card your nation has 30 points to spend on statistics (Step 2 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 among 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 re-distributive 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 Resilience
Leaders Background Story:
Step 5. Choose a starting Location:
Step 6. Provide map with location marked
Step 7. Preferred Map Color:
Step 8. Country Background:
Step 9. List at least one long term goal and three short term goals:
Step 10. Choose five items your country has for export:
Step 11. Choose seven items your country must import:
Step 12. Create your countries military ORBAT identifying where your forces are located,
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: 90 million. 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: 1960. 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: 450,000. 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: 90 ships. 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: 800. 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!