Ryacko
2009-12-28, 04:25 PM
http://imgur.com/G66D9.png
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Year: Early 1981 [Map updated when necessary]
Chance of Nuclear War: 30%
=WORLD CRISES=
Namibian War of Independence
Iran-Iraq War
Soviet War in Afghanistan
=
-United States of America-
President: Player needed
Popularity: Moderate
Prestige: 70
Military Units: 8/12 [-40, 2 in W. Germany, 1 in Japan and South Korea, -80 maintenance]
Nuclear Level: 7 [-90 credits]
Economy: +170 credits
Debt: 0
Credit Income: +290 [+30 Panama canal control, +50 Saudi oil, +20 South African uranium, +20 Zairian diamonds, +10 Venezuelan oil, +10 Brazilian coffee, +10 Colombian coffee, +10 Liberian diamonds, +90 international trade, +100 allied trade]
Conflicts: None
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Aryan Brotherhood
Sphere: Isolationist
Units: 0
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Leftist Extremists (disorganized)
Sphere: Somewhat Pro-China
Units: 0
=
-Union of Soviet Socialist Republics-
General Secretary: Player needed
Popularity: Mediocre
Prestige: 80
Military Units: 13/15 [-20, one in Warsaw Pact nations and Afghanistan, -100 maintenance]
Nuclear Level: 8 [-130 credits]
COMECON Subsidies: -60 [Wanted: 120]
Economy: +140 credits [+20, Panama canal open to Soviets]
Debt: 0
Credit Income: +50 [+10 Mongolian copper, +10 Romanian oil, +10 Cuban sugar, +110 Warsaw Pact, +30 international trade, +40 allied trade]
Conflicts: Fighting Muajahidin in Afghanistan
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-People's Republic of China-
Chairman: Player needed
Popularity: Somewhat High
Prestige: 20
Military Units: 21/21 [-60 maintenance]
Nuclear Level: 1/10 [-20 credits]
Economy: +110 credits
Debt: 500
Credit Income: +50 [+30 international trade, +20 allied trade, -30 debt]
Conflicts: None
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Diplomatic/Domestic Actions
Push for government reforms in NPC nation (-50 credits, if succeeded gain 20 prestige and more support globally towards ideology plus increased relations with nation, if failed lose 10 prestige, 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), if succeeded gain 30 prestige, if failed lose 10, name what you are willing to do to help end conflict]
Send Aid to NPC Nation (costs 100-500 credits, do it in the manner of 100, 300, 500, may expand target economy and stability)
Build Economy (costs 100-500 credits, do it in the manner of 100, 300, 500, highly developed economies such as the United States will have a very low chance of success)
Covert Actions
(Note that if you do a covert action but don't get news of the results, but your treasury was effected, then assume it failed but wasn't caught)
Set up rebel movement in nation (-150 credits, if succeeded rebel movement appears in nation, if failed nation becomes enemy)
Influence rebels towards ideology (-30 credits, if succeeded gain prestige and rebels adopt your ideology, if failed lose prestige and 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 lose 30 prestige and both nations become enemies of yours)
Coup government (-200 credits, if succeeded gain 30 a new, loyal government in nation, if failed and cought lose prestige and make nation your enemy)
Assassinate leader of nation (-30 credits, lose prestige and international condemnation if found, if not then new leader rises with stability hit)
Fund political opposition in nation (-30, will help opposition win in selected nation when elections are held if successful, will possibly help rebels in said nation, but best to use action immediately below for that)
Aid Rebel movement (funnels arms to rebels, -50 credits, more chance of rebels succeeding)
Economic Sabotage (-30 credits, will hurt the economy of a nation, disrupt their bonuses, and possibly reduce stability)
Military Actions
Deploy/withdraw units (-10 credits from nation each deployed unit, good for preventing wars, increasing/safeguarding stability and fighting rebel groups, but possible decrease in relations for neighbors)
Deploy Military Advisors (-10, can be done multiple times, good for improving target government's efforts against insurgency)
Buy another unit (-200 credits per unit purchased)
Bomb nation/rebel group (-50 credits, nation becomes enemy and diplomatic relations with other nations decrease, will hurt stability, economy, and possibly military of bombed nation but with a 5 prestige increase)
Bomb
Increase nuclear program (-100 credits for level 1, increases by 100 each level, gain prestige)
Decrease nuclear program (+100 credits for turn, lose prestige)
Deploy Nukes to Location (-50 credits, gain prestige, if opposing nation allows it to slide then they lose prestige, must announce it in thread, nuclear level must be 6 or higher)
=
If a nation has high enough relations it may join your alliance (NATO, Warsaw Pact). USSR gets COMECON subsidies spending, which can be adjusted at any time.
Rules
Starting in early 1981 and ending whenever, the goal of the game is to gain the most prestige. The game is played VIA PM. I 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 two 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 long-range ICBMs, allowing offensive threat of nuclear attack. A nuclear level of 5 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 fully saturate one's nuclear armament.
Deploying missiles to nations increases the chances of nuclear war occurring. At first it isn't too much, but mass deployment dramatically increases the chances. A chaotic world in general also increases chances, as does superpowers having troops firing on eachother in faraway conflicts or generally blaming eachother for things.
Nuclear war ends the game.
Soviet COMECON subsidies can be freely adjusted by the USSR player. Debts 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 debt.
Going to war costs 0 credits. If you invade a nation, you must announce it in the thread. Regardless of what the rest of the players think, you may continue with the invasion or not. You must also annunce the movement of troops in the thread. UN sanctions will probably be announced if the war is found to not be totally legit which will allow players (you cannot vote on a sanction that is related to you, e.g. if Ethopia invades Somalia then neither can vote on Ethiopian sanctions) to vote on them and thus hurt your economy if they pass. Wars will generally be long unless you have a clear advantage over your opponent. Finally, if going on too long, wars will have you lose some credits to keep up supplies and such. If going to war, specify how many troops you want deployed.
Rebels and separatists obviously both undermine governments. Rebels with 0 units indicate groups which do not openly fight the government in civil war or in a generally well-organized fashion, instead resorting to isolated attacks, usually on civilian targets. (Otherwise known as terrorists) To defeat rebels, you can either throw money at the problem (see actions list) or send in troops, which will cost you as much as deploying them in a foreign nation would.
=
Year: Early 1981 [Map updated when necessary]
Chance of Nuclear War: 30%
=WORLD CRISES=
Namibian War of Independence
Iran-Iraq War
Soviet War in Afghanistan
=
-United States of America-
President: Player needed
Popularity: Moderate
Prestige: 70
Military Units: 8/12 [-40, 2 in W. Germany, 1 in Japan and South Korea, -80 maintenance]
Nuclear Level: 7 [-90 credits]
Economy: +170 credits
Debt: 0
Credit Income: +290 [+30 Panama canal control, +50 Saudi oil, +20 South African uranium, +20 Zairian diamonds, +10 Venezuelan oil, +10 Brazilian coffee, +10 Colombian coffee, +10 Liberian diamonds, +90 international trade, +100 allied trade]
Conflicts: None
=
Aryan Brotherhood
Sphere: Isolationist
Units: 0
=
Leftist Extremists (disorganized)
Sphere: Somewhat Pro-China
Units: 0
=
-Union of Soviet Socialist Republics-
General Secretary: Player needed
Popularity: Mediocre
Prestige: 80
Military Units: 13/15 [-20, one in Warsaw Pact nations and Afghanistan, -100 maintenance]
Nuclear Level: 8 [-130 credits]
COMECON Subsidies: -60 [Wanted: 120]
Economy: +140 credits [+20, Panama canal open to Soviets]
Debt: 0
Credit Income: +50 [+10 Mongolian copper, +10 Romanian oil, +10 Cuban sugar, +110 Warsaw Pact, +30 international trade, +40 allied trade]
Conflicts: Fighting Muajahidin in Afghanistan
=
-People's Republic of China-
Chairman: Player needed
Popularity: Somewhat High
Prestige: 20
Military Units: 21/21 [-60 maintenance]
Nuclear Level: 1/10 [-20 credits]
Economy: +110 credits
Debt: 500
Credit Income: +50 [+30 international trade, +20 allied trade, -30 debt]
Conflicts: None
=
Diplomatic/Domestic Actions
Push for government reforms in NPC nation (-50 credits, if succeeded gain 20 prestige and more support globally towards ideology plus increased relations with nation, if failed lose 10 prestige, 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), if succeeded gain 30 prestige, if failed lose 10, name what you are willing to do to help end conflict]
Send Aid to NPC Nation (costs 100-500 credits, do it in the manner of 100, 300, 500, may expand target economy and stability)
Build Economy (costs 100-500 credits, do it in the manner of 100, 300, 500, highly developed economies such as the United States will have a very low chance of success)
Covert Actions
(Note that if you do a covert action but don't get news of the results, but your treasury was effected, then assume it failed but wasn't caught)
Set up rebel movement in nation (-150 credits, if succeeded rebel movement appears in nation, if failed nation becomes enemy)
Influence rebels towards ideology (-30 credits, if succeeded gain prestige and rebels adopt your ideology, if failed lose prestige and 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 lose 30 prestige and both nations become enemies of yours)
Coup government (-200 credits, if succeeded gain 30 a new, loyal government in nation, if failed and cought lose prestige and make nation your enemy)
Assassinate leader of nation (-30 credits, lose prestige and international condemnation if found, if not then new leader rises with stability hit)
Fund political opposition in nation (-30, will help opposition win in selected nation when elections are held if successful, will possibly help rebels in said nation, but best to use action immediately below for that)
Aid Rebel movement (funnels arms to rebels, -50 credits, more chance of rebels succeeding)
Economic Sabotage (-30 credits, will hurt the economy of a nation, disrupt their bonuses, and possibly reduce stability)
Military Actions
Deploy/withdraw units (-10 credits from nation each deployed unit, good for preventing wars, increasing/safeguarding stability and fighting rebel groups, but possible decrease in relations for neighbors)
Deploy Military Advisors (-10, can be done multiple times, good for improving target government's efforts against insurgency)
Buy another unit (-200 credits per unit purchased)
Bomb nation/rebel group (-50 credits, nation becomes enemy and diplomatic relations with other nations decrease, will hurt stability, economy, and possibly military of bombed nation but with a 5 prestige increase)
Bomb
Increase nuclear program (-100 credits for level 1, increases by 100 each level, gain prestige)
Decrease nuclear program (+100 credits for turn, lose prestige)
Deploy Nukes to Location (-50 credits, gain prestige, if opposing nation allows it to slide then they lose prestige, must announce it in thread, nuclear level must be 6 or higher)
=
If a nation has high enough relations it may join your alliance (NATO, Warsaw Pact). USSR gets COMECON subsidies spending, which can be adjusted at any time.
Rules
Starting in early 1981 and ending whenever, the goal of the game is to gain the most prestige. The game is played VIA PM. I 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 two 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 long-range ICBMs, allowing offensive threat of nuclear attack. A nuclear level of 5 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 fully saturate one's nuclear armament.
Deploying missiles to nations increases the chances of nuclear war occurring. At first it isn't too much, but mass deployment dramatically increases the chances. A chaotic world in general also increases chances, as does superpowers having troops firing on eachother in faraway conflicts or generally blaming eachother for things.
Nuclear war ends the game.
Soviet COMECON subsidies can be freely adjusted by the USSR player. Debts 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 debt.
Going to war costs 0 credits. If you invade a nation, you must announce it in the thread. Regardless of what the rest of the players think, you may continue with the invasion or not. You must also annunce the movement of troops in the thread. UN sanctions will probably be announced if the war is found to not be totally legit which will allow players (you cannot vote on a sanction that is related to you, e.g. if Ethopia invades Somalia then neither can vote on Ethiopian sanctions) to vote on them and thus hurt your economy if they pass. Wars will generally be long unless you have a clear advantage over your opponent. Finally, if going on too long, wars will have you lose some credits to keep up supplies and such. If going to war, specify how many troops you want deployed.
Rebels and separatists obviously both undermine governments. Rebels with 0 units indicate groups which do not openly fight the government in civil war or in a generally well-organized fashion, instead resorting to isolated attacks, usually on civilian targets. (Otherwise known as terrorists) To defeat rebels, you can either throw money at the problem (see actions list) or send in troops, which will cost you as much as deploying them in a foreign nation would.