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Malachi Lemont
2013-10-16, 06:42 PM
Autocracy is a structured game of world-building, economics, and war. Each player controls a nation, which they can customize to a certain extent, including "crunch" attributes like natural resources and government structure, as well as "fluff" such as tourist attractions and pop culture. The game takes place in Belorica, a modern-day parallel of Earth, where all the normal laws of physics apply, and technology has followed pretty much the same paths it has in the real world. Each turn, you will engage in trade, expand your empire, or shift your government's policies to lead your people to global domination.

Maps

The map of Belorica will not be divided up into territories or hexes. Instead, boundaries will be somewhat organic, so that nations of any size and shape will be permitted.

Physical Map:
http://www.thecbg.org/wiki/images/f/fa/BeloricaBasic.png

Political Map
http://images.wikia.com/autocracythegame/images/b/b5/BeloricaPol7.png

Player nations will be fairly small to start out with, but they will grow rapidly as you spread your influence. I will create several NPC nations, but only after players have joined. The NPC nations will fill out the rest of the territory that is not occupied by the player nations.

Economics

World economics will be a huge part of this game. Each player will have a currency, which will relate to other currencies through exchange rates. All exchange rates will be 1:1 at the start of the game, but they will quickly change depending on the players' political actions, as well as chance events. Below are some of the sub-fields of economics that will come into play during the game.

Resource Production

Raw materials are the foundation of the economy. Here is a table of the raw materials involved in this game. The Labor cost represents the number of workers you need to produce one of each resource per turn. The number 1 on the table represents 10,000 people, and 10 is 100,000 people.

{table=head] Resource|Labor Cost|Uses
Grains(GR)|1|Sustains and expands population
Vegetables(VG)|3|Improves Health
Livestock(LI)|4|Improves Happiness
Crude Oil(CO)|5|Powers machinery
Industrial Metals(IM)|3| Builds machinery
Precious Metals(PM)|10|Stabilizes currency
Natural Gas(NG)|7|Substitute for oil[/table]

The type of land you control affects which resources you can produce, and in what amounts. Producing resources requires labor. The following table shows the maximum yield you can gain from any available land.

{table=head]Terrain Type|GR|VG|LI|CO|IM|PM|NG
Temperate Forest|17|4|4|2|6|2|2
Rain Forest|11|8|1|4|4|3|1
Pine Forest|10|3|3|5|4|1|3
Semidesert|13|3|6|4|3|1|3
Desert|6|1|1|8|3|2|4
Mountain|8|1|1|2|10|4|2
Tundra or Ice|2|0|0|9|4|3|4[/table]



Manufacturing
Manufactured goods can be created using raw materials. You can trade them in the same way you would trade raw goods. Manufacturing also requires labor. The same scale is used for labor: 1 labor point = 10,000 workers.

{table=head] Product|Ingredients|Labor|Uses
Automobiles|2 IM, 3 CO (or NG)|10|Facilitates trade, boosts economy
Weapons|3 IM, 1 CO (or NG)|8|Makes military more efficient
Electronics|2 IM, 1 PM|14|Improves communications, happiness
Luxuries |1 IM, 2 CO (or NG), 3 PM|20|Improves happiness, prestige
[/table]


Trade
In order to trade with other countries, you have to have a surplus of some resource. You can then choose to put some of your resources up for sale. For example, Player 1 could post "2 automobiles for sale, 700 credits each." Other players would be free to claim one or both of those, but once the two are gone, they would have to ask permission from player 1 to purchase more resources.

Money
Money is the game's most important resource, and will be collected each turn. The first step in determining your country's budget is to determine national income. Each employed worker generates 1,000 credits (or whatever you currency unit is) per turn. This will give you an income in the billions. You also gain additional bonus income for:

{table=head] Bonus Factor|Reward
Each automobile unit in country|200 million
Each electronics unit in country|500 million
Island Nation (tourism)|1 billion
Each happiness point over 15|1 billion
Each education point over 10|200 million[/table]

Taxes
Once you have calculated your final national income, you can tax your population. The default tax rate will be 10%. This will cause no unhappiness, and will still generate a decent amount of revenue. Your revenue is simply the tax rate multiplied by the national income.

Exchange Rates
These will not affect how much money you can spend domestically, but they will determine international trade. Your country's worth is measured in a currency value. The lower your currency value, the less you will receive through trade.
{table=head]Situation|Currency Value
At war with 1 country| - 2%
At war with 2 countries| -5%
At war with 3 countries| -15%
At war with 4 or more countries| -25%
Population > 100 million| -5%
Population > 250 million| -10%
Population > 500 million| -15%
Population > 1 billion| -20%[/table]
*Note: This part of the game is not meant to be realistic. Exchange rates in real life do not work this way.

SquidOfSquids
2013-10-16, 07:12 PM
Looks interesting!

Is this a recruitment thread? If so, I want in!

RustedKitsune
2013-10-16, 08:37 PM
Oh, this looks good...

Malachi Lemont
2013-10-16, 10:47 PM
Looks interesting!

Is this a recruitment thread? If so, I want in!

Yep! I'm still working on the rules, but I've got a general idea of how the game is gonna work. I'll post more rules as we go, and you can let me know what you think.

DefKab
2013-10-17, 08:33 AM
This looks amazing. I'm in.

Alexkubel
2013-10-17, 02:33 PM
can I secure a start place on the Anduvar islands?

thought of a name mid post is: Anduvar Republic okay?

some background fluff: the Anduvar Republic was until about 40 years ago under forging rule, upon the near collapse of Grycia from which it recovered.
the Anduvar republic has a fascination with technology, and their main export is electronic goods and heavy machinery. (suggestion, electronic goods require PM and IM to produce) before occupation the people who make up the Anduvar Republic often has issues with traditionalists, but these problems haven't become anything more then Senate debates reaching very high volume (greater then 120 decibels).

old culture, the people of the Anduvar islands prior to Grycia's 'invasion' where a series of city states and feudal kingdoms in constant war, the people made a lot of effort in each part of armour, made of lightweight weave, cork and overlapping metal plates. the suits of armour are still used as they allow for a soldier to carry more ammunition then other designs, modern versions over have a flexible plastic face cover, and will protect the user from explosions and shrapnel, also being able to slow a bullet potentially enough to save them but this isn't quite as guaranteed. they're of course, bulky, hot, slow you down, expensive to manufacture. but they're also somewhat awesome.


as for the function as a republic, for the purpose of people understanding, rather then have debates in full, I'll explain how the government works as far as outsiders are concerned..

there are 91 seats in total, which ever party has members in the most seats is the government, for all intents and purposes it is unlikely an change in government except for a chance event. the bracketed number is seats they have, (subject to change, Ts & Cs apply 12% APR representative).

so the main parties are.

Industrialists (32)
Traditionalists (31)
Liberalists (24)

and the 9 minor parties,

Wigs (0)
Eco's (1)
Machinists (1)
Dominationists (0)
Democrats (0)
Republicanist (0)
The IHESTMD (0)
the Absorbists (0)
The National Socialists (2)


Industialists: these guys wish for the republic to dominate the worlds economy, they're pals with the machinist and The national socialists minor parties. and really don't like the Ecos

Traditionalists: they think the times with Grcyia where not bad at all, and would be more then happy to join up again into a new grycia empire. but what they want to do most is to encourage growth of the older culture, one of honour, they believe that Grcyia's capture was completely honourable.
.they're excellent statesmen though, friendly with the: Absorbists, Wig's, Dominationists. they don't like the IHESTMD.

Liberalists: they believe in freedom of the individual, it's probably a bad idea if these guys get into power as they could cause an influx of migrants if they get into power, going to the forefront of very freedom, they're pals with the Ecos


assassinations rather then just causing anarchy in Anduvar republic one party (of the committing players choice) loses D6 seats to the other parties

RustedKitsune
2013-10-17, 04:48 PM
I'll take that island right off the northern tip of Ecagia. (let's call it Martag [that's a long a, by the way]). And maybe the northern tip of Ecagia too.
So, the Kingdom of Martag, a constitutional monarchy where the Crown has teeth. The House of Lords has 95 peers, and holds the Power of the Purse (they are the ones who create and pass finance bills, after the Commons reviews and approves them), while the House of Commons has 163 MPs, and holds the Power of Creation (with the exception of finance bills, the Commons are the only ones who can introduce bills to the political process. The Lords still review them though). The Prime Minister must be a peer and must have a majority in the Lords (over 51%, although they still require support in the Commons to create and pass laws they want). The Prime Minister also serves at the pleasure of the Crown. An interesting position is the Brigadier-Minister, elected by the House of Commons, who represents the interests of the people (supposedly).
Martag is known for its universities, weapons manufacturing, and publishers.
The major political parties are:
Monarchists (increase the power of the crown): 19 peers, 25MPs
Progressives (political mercenaries for hire): 8 peers, 20MPs
Nobelists (increase the power of the nobles): 19 peers, 22MPs
Social Conservatives (actually a combo party of various ideologies): 12 peers, 25MPs
Social Democrats (Increase the power of the people): 12 peers, 25MPs
Centrists (a middle line between various parties): 15 peers, 27MPs
Other Minor Parties/Unaligned: 9 peers, 19MPs

Alexkubel
2013-10-17, 05:12 PM
I didn't expect others to take my idea of the house of representatives, but I guess since others like it I'll tell you something, something is a Nazi reference, have fun finding it. to those who know it's blatant.

SquidOfSquids
2013-10-17, 07:40 PM
:smalleek:! I didn't expect the scramble for land to happen already.

Don't have time to write up a full description now, but I'd like to claim the land to the north-east of the mountains of the Canesian mountains, from the lake to the coast.

My (yet to be named) country will be a traditionalist oligarchy. The tech focus will be on quality craftsmanship over novelty

More details to be added tomorrow when I have time!

Edit:

I didn't expect others to take my idea of the house of representatives, but I guess since others like it I'll tell you something, something is a Nazi reference, have fun finding it. to those who know it's blatant.I see what you did there :smallwink:

DefKab
2013-10-18, 09:16 AM
Well, as long as we're grabbing land, I'd like to grab as much of Norlona as possible, ran by an appointed consulate of three, whose actions are watched by a rather large elected Council.

SquidOfSquids
2013-10-18, 03:19 PM
Here is the description for my country. I think I may have accidentally a whole wall of text.

The Canessene Confederacy
(Officially the Five-City Pact of Peace and Power)

The core of the Canessene Confederacy consists of five cities in the Lake Canesse region.

History:
Before the formation of the Confederacy a thousand years ago, the fertile land around Lake Canesse was divided into many small, squabbling city-states. As time went on, the city-states formed an interlocking networks of alliances, that maintained a fragile peace. However, this arrangement proved to be unstable, and a small local conflict spiralled out of control, becoming known as the Great War of the Lake. In the aftermath of the Great War, many cities had been wiped out and only five major cities remained. Seeing the devastation caused by their infighting, the five cities agreed to work together, signing the Five-City Pact of Peace and Power to forever abolish the threat of war in the Lake Canesse region.

The Canessene Confederacy Today:
Today, the Confederacy consists of the original Lake Canesse region, as well as a large part of Canesia later settled by settlers from the lake region. The five cities of the Confederacy, and their major industries are:

Freycieres - watchmaking, machinery
Basseill - administrative capital, trade/finance
Costilene - mining, metallurgy, forestry
Vernay - agriculture, biotech, pharmaceuticals
Langervail - military, computer tech

The coastal city of Poisarre, is sometimes also considered a major city of the Confederacy. However, it is actually a part of Basseill-tirrone (see below), since it was founded after the formation of the Confederacy by settlers from Basseill.

Administratively, the land outside of the Lake Canesse region is divided into five provinces, each considered to be part of one of the five cities of the Confederacy. The suffix -tirrone (ie "Freycieres-tirrone") denotes the province administered by one of the cities, while the suffix -baune (ie "Basseill-baune") denotes the city itself and its immediate environs. Note that that the Tirrones are not actually geographically contiguous with their corresponding cities, or even with each other. It's really more of a patchwork (kinda like the Holy Roman Empire IRL), a result of irregular settlement patterns and sometimes land-swaps between the cities.

Political System
The highest governing body of the Confederacy known as the Conference of the Five-City Pact, which convenes in the capital, Basseill. Each of the five Baunes is represented by three delegates. Customarily, one of the three delegates for each Baune is supposed to be from the Tirrone. The delegates are chosen by a vote of the nobles of the city. The delegates are appointed for life, and a new one is only appointed when the old one dies.

Social Outlook
The Confederacy is often describes as being a very traditionalist country. The institutions of the Confederacy has essentially remained unchanged for hundreds of years. This belies the fact that the Confederacy does actually change with the times, it's just that the Confederates tend to reinterpret old traditions instead of discarding traditions and creating new institutions. For example, while at first glance the political system of the Confederacy may seem rather undemocratic, the Confederacy has actually been slowly expanding the nobility over the past hundred years. Today, about 80% of all citizens of the Confederacy hold a noble title of some sort.

This outlook, of accepting new things but in the framework of tradition, is also evident in the Confederate economy, which is focused on producing high quality goods instead of constantly innovating to invent the next new thing. The Confederacy is the world's highest-rated producer of gourmet food, precision machinery, and server hardware.

Malachi Lemont
2013-10-18, 04:47 PM
The rules and map have been updated. Thanks for your interest, everyone. I will post more rules later. Let me know if you are unsatisfied with your territorial boundaries on the map, or the color of your country, because I can easily change either of those things.

Note: In the rules, you'll see that there are penalties for having very large countries. Make sure you are aware of this.

Malachi Lemont
2013-10-18, 10:37 PM
Here are the rules I have made so far on Nation Attributes.

The quality of your nation is determined by 5 attributes: Happiness, Education, Health, Technology, and Patriotism. The players' starting attributes will be determined by rolling 3d6. The dice rolls are only to get the 5 numbers. You get to assign each number to an attribute, depending on where your priorities lie. The attributes will be updated each turn.

Each attribute has several causes and effects. The tables for causes will display three variables: The condition for change, how much the attribute changes, and the duration of the change. Suppose your happiness rating is 10 when the condition becomes true. If the value says +1, and the duration is "1 turn," then your happiness will go up to 11 the next turn, and will stay at 11 after that. If the duration says "unlimited," then you will gain +1 every turn until the condition is false.

Happiness
Causes:
{table=head]Condition|Value|Duration
Tax rate above 10%|-1|1 Turn
Tax rate above 15%|-2|1 Turn
Tax rate above 20%|-3|1 Turn
1 or more Livestock per 10,000 people|+1|1 Turn
1 or more Electronics per 20,000 people|+1|Unlimited
1 or more Luxuries per 50,000 people|+3|1 Turn
At war|-1|Unlimited
At war on home front|-3|Unlimited
10 million credits spent on entertainment|+1|Unlimited[/table]

Effects:
{table=head]Happiness|Result
Each point over 15|1 billion in national income
Each point over 10|1 million immigrants from each nation with a lower happiness
10 or higher|1% chance of Revolution
9|5% chance
8|10% chance
7|15% chance
6|20% chance
5|25% chance
4|30% chance
3|40% chance
2|60% chance
1|80% chance
0|Revolution!
[/table]

Revolutions:
When a revolution begins, your government loses all authority for at least one turn. During this time, you just have to sit back and wait to see what happens. You cannot collect or spend money, and foreign trade will shut down. Your people will continue collecting resources, but they will not pay any taxes. If you are dependent on trade for grain, people will starve.

When a revolution begins, it has a strength of 2. Each turn, a d6 is rolled. If the d6 is less than or equal to the revolution's strength, the fighting continues. Otherwise, the fighting ends, and the government will be back in power the next turn. If the government recovers, all government attributes will reset to 10.

Other countries can choose to support a revolution. If a foreign country sends an invading military force greater than at least 10% of the revolting country's population, the revolution's strength grows by 1. The revolution's strength cannot be more than 5. After 5 turns of revolution, the player will be removed from the game, and all of their territory will be handed over to the invading player, or, if there is no invader, it will be up for grabs.


Education
Causes:
{table=head]Condition|Value|Duration
1 credit per 10 people toward Education|+0|Unlimited
1 credit per 5 people|+2|1 Turn
1 credit per person|+4|1 Turn
Less than 1 credit per 10 people|-1|Unlimited[/table]

Effects:
{table=head]Education|Result
Each point over 10|200 million in income
10|No Effect
Each point below 10|5% of jobs outsourced[/table]


Health
Causes:
{table=head]Condition|Value|Duration
1 credit per 10 people toward Health|+0|Unlimited
1 credit per 5 people|+1|1 Turn
1 credit per person|+2|1 Turn
Less than 1 credit per 10 people|-1|Unlimited
War on home front|-1|1 Turn
Less than 1 vegetable unit per 10,000|-1|Unlimited[/table]

Effects:
{table=head]Education|Result
20 or more|all outbreaks in the world disappear
15-19|all outbreaks in one country disappear
13 or 14|existing outbreaks continue, no new outbreaks
10 - 12|5% chance of new outbreak
8-9|10% chance
5-7|20% chance
1-4|30% chance
0|50% chance[/table]

Outbreaks:
When an outbreak starts in your country, your policies continue as normal, except that all population growth stops and 1d6 % of your population dies each turn. If you have a health score of 15 or higher, you can choose to end an outbreak, either in your country or in someone else's. Outbreaks end when either someone uses a cure, or your population gets less than 10 million. If someone invades your country during an outbreak, their country is also infected.



Technology
Causes:
{table=head]Condition|Value|Duration
1 credit per 10 people toward Technology|+1|Unlimited
1 credit per 5 people|+2|1 Turn
1 credit per person|+4|1 Turn
Less than 1 credit per 10 people|+0|Unlimited[/table]
*Note that Technology is the only attribute that cannot go down.

Effects:
{table=head]Technology|Result
Highest|+20% to currency value
Second Highest|+10% to currency value
Lowest|-20% to currency value
Second Lowest|-10% to currency value
15 or higher|10% labor discount on resource production
20 or higher|10% discount on manufacturing
25 or higher|20% discount on resources
30 or higher|20% discount on manufacturing
and so on to 60|maxes out at 50% discounts
[/table]


Patriotism
Causes:
{table=head]Condition|Value|Duration
Highest in any attribute besides Patriotism|+1|Unlimited
Highest in 2 other attributes|+2|Unlimited
Highest in 3 other attributes|+3|Unlimited
Highest in all 4 other attributes|+4|Unlimited
Lowest in 1,2,3,4 attributes|-1,2,3,4|Unlimited
War on home territory|+3|[/table]
*Note: Because Patriotism depends on the other 4 attributes, it is always calculated last.

Effects:
{table=head]Technology|Result
Each point above 10|+5% Military Strength
Each point below 10|-5% Military Strength
0|10% chance of citizens defecting to a larger nation
40 or above|Ultimate Authority[/table]

Ultimate Authority:
As long as your patriotism remains above 40, it is impossible for your other attributes to go down. Ignore any negative effects of your actions that are listed in the rules. Unless someone can wrest power away from you, you just might rule the world!

Malachi Lemont
2013-10-19, 02:30 AM
Quick question: Do you think there should be nuclear weapons in this game? If we do use them, I've come up with some pretty good rules to keep it strategic, but I wanted to know if you were opposed to using them at all.

Also, let me know what you think of the rest of the rules. Make sure to keep reviewing the sections you have read, because I will continue to edit what I've already written. I'll let you know when I'm done editing.

AcerbicOrb
2013-10-19, 06:34 AM
I'll take the western half of Denatia, as the Noble Republic of Grycia.


History
Grycia once ruled over all of Denatia, the Anduvar Islands and the Messadian Coastlines of Ecagia and Issolia. However, a large revolution overthrew the Grycians in Ecagia and Issolia, and the two newly independant states funded a revolution that led to Grycia losing the eastern half of Denatia. The State then collapsed into anarchy, with only the capital, Swynta, remaining under the Government's direct control. The Anduvar Islands declared themselves an independent republic, and Denatia fractured into many city-states. Over time, the city's immense manpower and fabled silver mines led to the country reclaiming western Denatia from the other, weaker city states.


Culture
The People of Grycia are tough and independent. They uphold traditional values of family, honour, and respect for the elderly. This can be seen in the way that families of up to eight people frequently live in one house together, and in the way that elders command the families. Their honour and desire to prove it leads to large amounts of people wanting to sign up to emergency services and armed forces. Women, on the other hand, have their place teaching and nursing, which the vast majority of them are happy with.


Economy
Grycia's economy is strong when it comes to producing day to day goods, and each city is capable of sustaining itself for years on end. This comes from the not too long ago time of each city being an independant state. However, manufacturing is behind, and complex goods especially are imported. The one exception is Swynta, where advanced industry is beginning to emerge.


Government
Grycia is a Noble Republic. Every ten years a Noble Leader is elected, and he has near-complete authority over the country. Each family has one vote, which is almost always chosen by the elder. People not in family units have to join Electoral Groups to vote, with each group getting one vote per ten members.

However, there is also a Council of Lords made up of ten members elected by the rich, military leaders and trade union leaders. This council does not have set terms, instead members are replaced when another candidate gains more votes. The Council can overrule the Noble Leader if at least eight members vote to do so.

Each City has a degree of autonomy, with it's own Council of Lords equivalent, a Council of Mayors, voted on by families and Electoral Groups. This Council of Mayors has the power to set bylaws, order construction, and command the emergency services and local garrison. However, they have no power to overrule the Noble Leader or Council of Lords.



STILL BEING WRITTEN

Fates
2013-10-19, 08:32 AM
Just a note: If this is a recruitment thread, it belongs in the appropriate forum, that being "Finding Players (Recruitment) under Play by Post Gaming.

Nit-picking aside, this looks interesting. I don't think I'll have enough free time to participate, but I'll may well end up watching.

Malachi Lemont
2013-10-19, 09:41 AM
Just a note: If this is a recruitment thread, it belongs in the appropriate forum, that being "Finding Players (Recruitment) under Play by Post Gaming.

Nit-picking aside, this looks interesting. I don't think I'll have enough free time to participate, but I'll may well end up watching.

Thanks. Would you mind moving it to Recruitment for me?

Johel
2013-10-19, 09:42 AM
Hmmmm...

*quickly look through the socioeconomic system*

How much people can 1 Grains feed ?

Malachi Lemont
2013-10-19, 10:13 AM
Hmmmm...

*quickly look through the socioeconomic system*

How much people can 1 Grains feed ?

Good question. One unit of grain feeds 1 million people for one turn. The land will be divided up into tracts of land. These will not show up on the map and will have no definite borders, but you will always know the number of tracts of land within your territory.

Here's how it might play out: The island of Martag has 5 tracts of land, and 60 million people. So they have to generate 60 units of grain each turn, or an average of 12 for each tract of land. Fortunately the land in Martag is very fertile and breaks down like this:
3 Temperate Forest (17 grains each)
1 Pine Forest (10 grains)
1 Mountain (8 grains)
...which makes 69 grains in all, if they work the land to full capacity. Now, Martag has several options. First, they could choose to stop producing grain at 60, and not produce the other 9, which would 90,000 workers for other jobs. Second, they could produce at full capacity, consume the extra grain, and expand their population. Third, they could sell the extra grain to another country whose land is not as habitable.

Grain cannot be stored from one turn to the next. It disappears at the end of each turn. In the case of a grain shortage (less than 1 per 1 million people), your population will decline at a constant rate of 1% per turn until the shortage is stopped.

I hope that answers your question. Oh, and what about the nukes?

Johel
2013-10-19, 10:51 AM
Thank you for your quick and precise answer.
I might be interested...

@Nukes :

Well you haven't yet defined how conventionnal military will play out.
Yet it is a game about world domination.

Nukes and other WMDs shouldn't be a thing :
It's usually always the same authistic idiot going full militarist that use them first because "NUUUUUUUUKES !!".
And then every one jump on board because it's soooo much more efficient that conventional weapons when you need to crush something good.
Diplomacy goes out of the window because everyone is too busy trying to avenge its deads.

Let's all agree that some now-long-dead nation used WMDs on a large scale once upon a time and everyone then decided it was a very bad idea.
The next nation that did use WMDs was flattened under a hail of neurotoxic gaz from all other nations that could throw it.

Alexkubel
2013-10-19, 12:37 PM
if you add nuclear weapons make them more likely to destroy the land, therefore the grain, IM, PM, CO, NG or what ever with greatest penalties to surface ones including people, this discourages nuclear war, also patriotism should go up is an opponent uses nuclear weapons, so yes they're powerful but screwing up is very, very bad. I also suggest defensive pacts, and MAD (mutually assured destruction) principle all other players may choose to launch nukes at firing player if they wish even if not fired at.

also can I get some stats on the land the Anduvar republic is on so I can figure out the best starting logic.





right a bit more full thought on defences.

4 types: naval (guns on your coasts or patrol ships, carriers), land (bunkers, enplaced artillery), aircraft (carriers, airfields, flak sites) and the special one missile defence

right now I'm only bothered by missile defence as this covers, biological warfare, chemical warfare, nuclear warfare, and conventional bombing all warheads being transferred to their target by a rocketry propulsion system, or in better terms MISSILES.

theres 4 ways to stop a missile I know of, machine guns, which won't work against nuclear warheads, too close range.
Next we have EMP, by using an electromagnetic pulse you can stop the missile arming, meaning you can recover the warhead.
third is another missile, fire at missile at the incoming missile, thereby destroying your cheep lead warhead missile and their nuclear missile in a massive Arial explosion over the sea.
and the best one is MAD, you can see my suggestion on how to implement it.

AcerbicOrb
2013-10-19, 01:23 PM
I would love to see Nuclear Weapons, as long as it's possible to build defences (of course, at a cost so you have to choose key areas to protect).

Alexkubel
2013-10-19, 02:20 PM
I personally think nuclear weapons can exist but we should have some sever reasons to discourage using them, meaning we don't end up with a pot luck nuclear war.

and then we have the option of them just being fluff and having no reason to have apart from you can. this is done by having them not exist in the rules.

AcerbicOrb
2013-10-19, 02:25 PM
I personally think nuclear weapons can exist but we should have some sever reasons to discourage using them, meaning we don't end up with a pot luck nuclear war.

and then we have the option of them just being fluff and having no reason to have apart from you can. this is done by having them not exist in the rules.


Well, I would imagine using them would ruin land, making conquering it pointless. It would also hurt foreign relations, annoy your people, drive up your enemy's patriotism, etc.

Alexkubel
2013-10-19, 02:40 PM
for your great contribution clearly not reading my previous post (I do update posts as I feel like it)

have a cookie, I baked It today

SquidOfSquids
2013-10-19, 02:52 PM
I think we should be able to build nukes to increase patriotism, but not to fire them.

Something like this:
Country has at least one nuke -> +1 to patriotism, -1 to happiness
Country has the most nukes in the world -> +2 to patriotism, -2 to happiness
Nuclear test (consume a nuke) -> +2 to patriotism, -2 to happiness for 1 turn
Fire a nuke for reals
|-> The military refuses to obey the order, removes you from power in a coup d'etat

---
Edit: On another topic, I think Grycia and the Anduvar Republic can reference each other in their histories, since it was mentioned that Anduvar was occupied by a foreign power, and Grycia had recently been kicked out of territories it had been occupying.

Malachi Lemont
2013-10-19, 03:08 PM
Military

Raising an army:
The first step in building your military is to pay your soldiers a salary. Everyone starts out with a military force equal to 0.5% of their population. You must pay 1 credit per turn for each soldier who is already employed. Each new soldier that you train costs 2 credits per turn. It takes an entire turn to train, so you cannot train and deploy soldiers on the same turn. You cannot draft more than 10% of your population into the military unless you have Ultimate Authority.

Military Actions:
Once you have your army trained, they won't be of any use to you unless you order a military action. For each military action, you can designate some or all of your soldiers. You can order as many military actions as you want per turn, but you have to divide your soldiers. The default action for each turn is to designate 100% of soldiers to Ground Defense. Each of your actions will generate military strength, a number that is relevant when compared to an enemy's military strength.

Ground Defense
Cost per 100,000 soldiers: 2 Weapon Units, 1 Automobile Unit
If attacked on land, you will retaliate with a military strength equal to the number of soldiers designated. If attacked by air, your military strength is divided by 5.

Air Defense
Cost per 100,000: 2 Weapon Units, 3 Airplane Units
If attacked by air, you will retaliate with a military strength equal to the number of soldiers designated. If attacked by land, your military strength is divided by 2.

State of Emergency
Cost per 100,000: 2 Weapon Units, 2 Automobile Units, 2 Airplane Units
If attacked by land or air, you will retaliate with a military strength equal to 3 times the number of soldiers designated. However, you cannot trade on the next turn, and you cannot use State of Emergency for two consecutive turns.

Ground Assault
Cost per 100,000: 3 Weapon Units, 1 Airplane Unit, 1 Automobile Unit
Attack another player anywhere in the world. You will fight with a military strength equal to the number of soldiers deployed.

Airborne Assault
Cost per 100,000: 4 Weapon Units, 4 Airplane Units
Attack another player anywhere in the world. You will fight with a military strength equal to twice the number of soldiers deployed.

Bombing Run
Cost per 5,000: 3 Weapon Units, 6 Airplane Units
Bombing runs are very expensive in terms of resources, but you don't risk losing as many people. You will fight with a military strength equal to 10 times the number of soldiers deployed.

Assassination Mission
Cost: 2 Electronics Units, 2 Weapons Units
Limit of 1 attempt per turn.
Infiltrate an enemy government and order the assassination of their leader. If successful, you can send them into Revolution for one turn. Only takes one soldier. Basically, as long as you have a military, you can do this.

Nuclear Strike
One does not simply order a nuclear strike.

Coming soon:
How to resolve combat

Malachi Lemont
2013-10-19, 03:18 PM
I think we should be able to build nukes to increase patriotism, but not to fire them.

Something like this:
Country has at least one nuke -> +1 to patriotism, -1 to happiness
Country has the most nukes in the world -> +2 to patriotism, -2 to happiness
Nuclear test (consume a nuke) -> +2 to patriotism, -2 to happiness for 1 turn
Fire a nuke for reals
|-> The military refuses to obey the order, removes you from power in a coup d'etat

This is awesome. I just wrote up some rules for firing nukes, but I don't think I can do better than this. You are brilliant.

However, this does raise the question of what to do about Ultimate Authority. (Read the section on patriotism.) If it didn't allow you to fire nukes, it wouldn't seem that ultimate. Maybe I should just take out the Ultimate Authority rule altogether - it seems kind of silly. Then again, I wanted there to be a big reward for patriotism. I'm still undecided.

AcerbicOrb
2013-10-19, 03:30 PM
for your great contribution clearly not reading my previous post (I do update posts as I feel like it)

have a cookie, I baked It today

Sorry, I was skimming and not paying much attention. But thanks for the cookie.



When a missile detonates, 10 million people die. Always. No exceptions. Also, it lowers the Health score of that country to 5, making an outbreak likely.

That doesn't really make sense to me. If someone were to nuke a rural area, it wouldn't kill as many (Except through less farms->starvation) as if they nuke a major city. But I do prefer it to not being able to ever use one, as suggested by SquidOfSquids.

Malachi Lemont
2013-10-19, 04:06 PM
Sorry, I was skimming and not paying much attention. But thanks for the cookie.



That doesn't really make sense to me. If someone were to nuke a rural area, it wouldn't kill as many (Except through less farms->starvation) as if they nuke a major city. But I do prefer it to not being able to ever use one, as suggested by SquidOfSquids.

All right. No nuclear strikes it is, then.

Alexkubel
2013-10-19, 04:17 PM
I can't help but feel we lack naval interaction, fishing, merchant ships (though these can be ignored), battleships and battle cruisers! which must not be forgotten!

also on a side note, is there a space race?

Malachi Lemont
2013-10-19, 04:47 PM
I can't help but feel we lack naval interaction, fishing, merchant ships (though these can be ignored), battleships and battle cruisers! which must not be forgotten!

also on a side note, is there a space race?

Those are all excellent ideas.
I will do what I can to incorporate them.

zabbarot
2013-10-19, 07:47 PM
Do ocean resources factor into this at all? Such as fish or oil?

Also I might be interested in that tiny island in the middle of the map.

edit: ninja'd because i didn't look at the next page

Malachi Lemont
2013-10-19, 08:08 PM
Do ocean resources factor into this at all? Such as fish or oil?

Also I might be interested in that tiny island in the middle of the map.

edit: ninja'd because i didn't look at the next page

I'm glad you're interested. My plan is that the amount of ocean resources available will depend on the length of your coastline. I haven't put up a formula for it yet, but that's the general plan. And I like that you chose the tiny island in the center. It's a very strategic spot, and I'd like to see someone play as a small nation to see that works out. If you're ready to join, be sure to make up a name for your nation so I can officially add it to the map!

zabbarot
2013-10-19, 09:48 PM
Alright, officially staking a claim on the tiny island in the center of the map.


Kingdom of Ayotlan
Ayotlan is a small independent kingdom in the straight between Ecagia and Issolia. In the distant past when Grycia controlled the Messadian Ocean, Ayotlan was conquered and settled by pirates seeking a safe port. When their neighbours fought to through off the yoke of Grycian control, Ayotlan gained legitimacy by leading naval strikes against their common foe.

The leader of the pirates declared himself King and Ayotlan has since been accepted as a sovereign nation. It's location gives Ayotlan some of the busiest ports in the world. Boats arrive daily passing goods across the Bay of Turtles, and bringing throngs of tourists to the beautiful tropical island.

The people of Ayotlan are easy going and friendly. The government of Ayotlan is a completely different animal. The Kingdom of Ayotlan is officially an elective monarchy. A council of wealthy aristocrats vote one of their number as King. More recently the council has been slowly corrupted into a military junta and the current King has won every election since his initial victory.

Sabeki
2013-10-20, 11:56 AM
Time to stake my claim! Giddy-up! I am taking the Tamolian Peninsula and those two little islands below it.


The Siccol Peninsulate

The Siccol Peninsulate us a half theocracy, half Republic oligarchy. It has a caste system, with the thought being that those higher up help those lower down, though corruption is common in the Priest Caste and the Warrior Caste, the two almost most powerful Castes. The Caste system is as such:

Monk
Noble
Priest
Warrior
Merchant
Artisan
Farmer
Slave


The Tamorian Peninsulate first and foremost ruled by the Monks of Greer, a religious society of high thinkers, philosophers, and artists dedicated to finding the meaning of everything and serving their many gods.
Below them is the Nobility, the first conquerors of the Peninsulate from early times. They are requires to spend two years living and learning from the Monks, and as such are very susceptible to them.
The Priests are the next Caste, and they cater to the public. Priests are there to confess to, to lead churches and rituals, and to lead the Courts as people of Justice and Faith.
Then there are the Warriors. The Warriors are the Nations army, and are split up into five regiments. The first is Fire, and they take care of the Artillery and specialize in demolition and machinery.
The second is Earth, and they are the basic grunts. They go forth into combat with heavy armor and arms.
The third is Water, and they take care of naval combat. They also serve as couriers and as official messengers and emissaries for the Nation.
The fourth is Air, and they take care of flight and dogfighting in the skies. The Air regiment is host to many snipers as well, in case of a low amount of planes at AA batteries.
The fifth is Aether, and they are the spies and assassins. There tend to be less of these than other regiments.
The next Caste is Merchants, who are traders of the seas.
The next Caste is artisans, people who sell their handmade wares in Market stalls and in little shops.
The next Caste is Farmers. Self-explanatory.
The next Caste is Slaves. Ditto.
The government is a parliament of representatives from all Castes and sects of life. The arguments are governed by the Monks, who are considered to be Wise and Just. This also prevents the thought of a majority or gerrymandering, which is nice.


-------------

So, how does religion impact a nation? I feel like it should impact happiness, so the more religious a country is, the more happiness can be produced.

Malachi Lemont
2013-10-20, 01:41 PM
Thanks so much for joining, Sabeki! I'll add you to the map. I've thought about making a set of rules for religion, as you suggested. I'll see what I can do.

Edit: Here's the new map. I've added NPC nations which don't have names yet. They will have a minimal role in diplomacy, but they are just there as buffers between the players. If you would still like to join, just claim one of the NPC states and I'll change it into a player nation. Thanks.

http://images.wikia.com/autocracythegame/images/6/6b/BeloricaPol5.png

AcerbicOrb
2013-10-20, 02:34 PM
http://images.wikia.com/autocracythegame/images/6/6b/BeloricaPol5.png

In that map Grycia appears to own a tiny amount of land at the very north of Nation 11. Is that deliberate?

Sabeki
2013-10-20, 03:11 PM
Maybe you could have it so the more religion ties into your laws, the more happiness and patriotism you get? Something like adopting a country faith would give +1 patriotism enduring, +1 happiness enduring, at the cost of -1 something or other? Like technology, or industry.

Malachi Lemont
2013-10-20, 03:23 PM
In that map Grycia appears to own a tiny amount of land at the very north of Nation 11. Is that deliberate?

No, that was accidental, but let's just roll with it. Grycia controls both sides of the strait.

Alexkubel
2013-10-20, 03:42 PM
warships are major undertakings, and as such they cost a lot more then a car to build.
dreadnoughts (BB): this is the large warships, Dreadnought (the old warship HMS dreadnought, the ship that set the standard), Iowa, Bismarck, Yamato, Kuma and Alberto Di Giussano. these warships are all real examples of warships that are being classes as dreadnoughts.
Destroyers (DD): they're not quite the same as larger warships, so they're luckily getting they're own place. being better for hunting subs and aircraft. then actual long range exchange of fire.
Carriers (CV): carriers refers to sea born airbases, ships that launch planes
patrol boats (PB): small boats that will run around doing stuff larger ships can't. (e.g. annoying submarines)
submarines (SM): go figure. it's subs

each unit of a class represents an effective force. e.g. you might have a Montana class as one unit but 3 Omaha class as another.

and PB are best left numbered, they'd be numbering in the tens and hundreds.

can I ask can I announce the Anduvar Republic's start naval forces, rather than have to build a navy from scratch, provided it's not too unreasonable.

another point even aircraft have a max range, what are the distances aircraft can cover?

if yes to the first question, here's the list:

3 BB: ARS Blasphemy (blasphemy class), ARS Heresy, Fallacy, agnosticism (Fallacy class), ARS Iconoclasm, Heterodoxy (Awesome class)
6 DD: ARS Sectarianism, Apostasy, Error, Atheism (Error class), ARS Defection, Disbelief, Dissidence, Divergence (Defection class), ARS Impiety, Infidelity, Nonconformist, Nonconformity (Impiety class), ARS Pagan, Paganism, Revisionism, Brook (Pagan class), ARS Schism, Secularism, Awesome 2 (schism class), ARS Sin, Orthodox, Satanism (sin class)
2 CV: ARS Azure holder (Unsinkable class), ARS Vault of DOOM! (unsinkable class)
3 SM: ARSS Spanish Inquisition (unexpected class), ARSS Belkar (unexpected class), ARSS Spanish inquisition 2 (Unexpected class)
7 PB : 1-700 (I-am-not-going-to-number-them-all class)

you may notice the vessel ARS Awesome is missing, theres an Awesome 2 and an Awesome class, but where's the awesome? that is a story I'll write for histories sake.

Sabeki
2013-10-20, 04:00 PM
Ooo, fleets! I'm going to have a rather nice one, then.
3 BBs: Krishna, Ragnarok, and Cthulhu. (All water/destructive gods.
DD: Four of these, Oberon, Tatiana, Moddy-Dhoo, and Buggane. All major spirits names.
CV: 5 of these for the Air regiment, the Zeus, the Deus, the Vishnu, the Inferno, and the Odin.
PB: Around 25. (Changed for accuracy) not going to list.
Subs: 2, the Ryleh and the Atlantis.
All names subject to change.
Also, aeroplanes. We need classes for those, but all I can think of are Bomber (BO), Strifer (SF), and Carrier(CA). They probably cost less than ships, but require a lot of oil.
Also, what tech are we started at? At first it seemed like early 1800s, then 1940s, and then 1960s. Bit confused on that.

Alexkubel
2013-10-20, 05:02 PM
I read modern, so I've been presuming 1980+ all the way to be honest, also I can't help but note you're navy is more modern styple, with more carrier units compared to others

History, story of the ARS awesome

once known as the Genesis republic. nation 4 was plunged into civil war after it's dictator General marks Hambast, pissed off Grycia, the Anduvar republic, both ordered an assassination on the same day, this double kill was successful, the nation plunge into infighting among his lieutenants.

a few months later alliances began to form between the various commanders, the largest group made a raid on the North coast this raid killed 200 people and wounded 1200 more, ARS Awesome, ARS Heresy, ARS Mortigami, ARS Blasphemy, ARS Vault of DOOM!, ARS Unsinkable, ARS Fallacy, ARS Clergy where dispatched to aid the opposing major group.

in an engagement 3 miles off shore the 8 warships sighted 40 hostile warships in dense fog the first sighting was only when ARS Clergy Rammed the dreadnought Helena, in a rather spectacular spectacle, Clergy rode up onto Helena amidships, the kenetic energy of the Impact caused the Helena's Ammunition stores to explode, silhouetting both warfleets for the other to see, recovered Photographs show the ARS Awesome and Helena was out of line with the rest of task forces. sitting right in the centre. Helena well ahead of the rest of her fleet, the Awesome absent all together.
A static filled radio message reached the ARS Blasphemy that the awesome had suffered engine damage, repairs underway.

within 20 seconds the battlefield was a burning fog, fire and shells lanced though the fog, explosions deafened the crews, in the words of Pilot Adam Tokio, pilot of an fighter bomber on-board the ARS Vault of DOOM! 'all you could here is the sound of machineguns and large calibre guns being used at point blank, all we could do is use bombs, flying like a missile at the target, releasing then pulling up. hoping it was an enemy ship.'

among the shrieking fog, the a shrill shriek of death echoed, a rolling tower of black smoke sped though the warzone, ending it's speeding with the collision with an hostile Destroyer, it slowed the Battlecruiser just enough for a enemy gunner to get a targeting fix upon her. the shell slammed into her already damaged engines, disabling her. her reply was a rolling retort of 24" (wide) death as her 5 triple 24" calibre gun turrets fired at this vessel. it's suffice to say the only reason why we know it's the Germania, because her hull is non existent in pieces greater then 5" on their greatest length. from there the rest is kind of sketchy. the only confirmed part is that ARS Blasphemy went along side and boarded the larger hostile warship Badass, successfully capturing her.

the ARS unsinkable is not sunk, she's still floating, a burnt out husk after a fire started below decks.

the ARS Clergy managed to limp home and is currently the prime exhibit in Triade Museum.

ARS Awesome was holed in over 100 places, on fire, firing, crippled, she sank slowly, even as she slipped below the waves the awesome tried to take enemies with her, as she sank she caused an nearby destroyer to be sucked into her wake, fortunately the surviving crew on lifeboats where too few per boat to be sucked down their buoyancy saving them.

ARS Montigami is missing, her wreak is unfound, though it is suggested that she pulled away listing heavily. meaning she could be anywhere. with numerous warships similar to her being sighted over the years, even photographed, the best shows her in Norlona colours, and a number of older ones show Anduvar republic colours flying a Norlona flag. if Norlona has the ARS montigami, then an official statement from the Anduvar republic's navy is: 'WE don't care!'

all this time according to Anduvar Republic records Gryica let the anarchy unfold. but despite this they gave Grycia the captured warship Badass (1 dreadnought unit) (58 yes (Industrialists, Traditionalists), 34 no (Liberalists and minor parties))

the awesome class is named after this old battlecruiser.


what do people think of me posting some info for my ship classes?

carrier I presume means cargo?
my opinion
heavy Bombers (HB)
standard/dogfighter Fighters (DF)
interceptor fighters (IF)
Fighter bombers/ multirole (MR)
Dive/light bombers (DB)
Torpedo bombers (TB)

AcerbicOrb
2013-10-20, 05:03 PM
No, that was accidental, but let's just roll with it. Grycia controls both sides of the strait.

Awesome. Fits well with the fragmented city-states feel, too.



[Lots of stuff about boats]
and PB are best left numbered, they'd be numbering in the tens and hundreds.


I agree with all of your boast ideas, but the PB numbers wouldn't get that high. The UK has around 20, the US 37.



Also, aeroplanes. We need classes for those, but all I can think of are Bomber (BO), Strifer (SF), and Carrier(CA). They probably cost less than ships, but

I would say:
Strategic Bomber, Light Bomber, Fighter Jet, Transport Plane, Attack Helicopter, and Transport Helicopter

As for Grycia's navy:
1 BB, GN Brilliance
4 DD, GN Diamond, GN Duke, GN Dithen, and GN Damma (latter 2 named after cities)
2 CV, GN Noble Leader and GN Lordly Council
3 SM, GN Void, GN Darkness and GN Shadow
6 PB, all named after colours

Alexkubel
2013-10-20, 05:07 PM
are people talking about the carrier ships? or about some super tech my WW2 studies don't tell me

Sabeki
2013-10-20, 07:50 PM
Not carriers, but regular battle ships. And yes, I did mean cargo, though they could also be parachuters inside.

Lesser Naboo
2013-10-20, 08:33 PM
I would like to claim area 14, in northern Issolia please. I will put up a country backstory tomorrow right now.

Government
The High Kingdom of Solusia is a constitutional monarchy with a bicameral legislature. The High council is made up of the High King/Queen, and 12 elected officials, one from each province. The monarch and the other Councilors have equal voting powers, though the monarch leads them and has some other powers and responsibilities. The Senate is made up of 11 lesser Kings/Queens, and 120 elected Senators, 10 from each province. The lesser monarchs are basically senators for life. They have no more power than an ordinary senator, aside from ceremonial ones. A vote from the senate and the Council is near-absolute easily capable of over-ruling the High Monarch.

History
Solusia was once made up of 12 kingdoms, which formed the basis of the current 12 provinces. However, King Solus the Great of the Dari kingdom managed to conquer the other 11, making their rulers his subordinates. This system continued for some time. Eventually, High King Ale the Mad came to power, who was a narcissistic, power mad, lunatic. After more than a decade of tyranny, he was finally deposed by High Queen Luna the Wise. Now, Luna realized her throne was doomed. Due to Ale's cruelty, the peasants were already revolting, and she knew mere words could not stop them. So she gave her power to them, and formed the current government system, with mot officials being elected by the people. The High Kingdom has been historically isolationist, but the current High King is interested in opening up international trade. There are also some who believe that all of Issolia should rightfully belong to the people of Solus the Great.



Also, if someone loses their country, can they start over with a new one?

Sabeki
2013-10-20, 09:57 PM
Deciding to elaborate on my (fake) religion! Yaaaayyy!!! Mmhm.
The Siccol Concordant is the pantheon of the Creators. They represent the Law and Order of Life, and Purpose. The Siccol Concordant is the main adhered pantheon, and is focused on the Principal of Justice. It's tenants are thus: Your life must be given to others, and in turn their lives to you. Take your brother with your rod of he is disobedient, and with Crop if he obeys.
The Concordant is also the name of the Siccol Peninsulate courts.
The Siccol Isolate (I-sol-it) is the pantheon of the Individual, Creation, and Art
It is primarily with the Monks and the Nobles castes, and is the second most important pantheon. The Isolate Academy is a college for artists and poets. It's tenants are thus: You are you, and nobody else can be you. So, be you in all that you do.
The Siccol Cyrrent (Sir-int) is the Pantheon of Trade, Evolution, and Change. It is primarily amongst the Merchants and Artisans, who trade all day long in their lives. It's tenants are thus: Life flows by, so be fast and be quick, change when it is needed, and grow from change.

---------------------

@^ I think when you die your nation dissolves and your out of the game.

Malachi Lemont
2013-10-20, 11:02 PM
I appreciate all the work you all have done working out the details for military units. That's all approved. Feel free to come up with whatever military units you want. When it comes to actual combat I might make it relatively simple like "just add up the attacking strengths vs. the defensive strengths, and then roll some dice," but I'm all for having different types of warships and planes. Just remember, you will be starting out on a tight budget, and all the military vehicles will be quite expensive. So if you choose to start with massive fleets, especially if you're a small country, you might be running up massive debt on the first turn.

Lesser Naboo - Thank you for joining. To answer your question, if someone loses their country, they can either claim an NPC country or turn into an angry terrorist group whose role is just to annoy everyone else. Their choice. Basically, as the GM, I'll find a way to keep everyone in the game and having fun.

Oh. Also - tech level is as modern as you want.

So, now we have 8 players, which is perfect! Let's plan on capping recruitment for now. I'll have the rules finished in no more than a week, and then I'll do a walk-through of one complete sample round just to make sure everything will work. Everybody on board?

Pokonic
2013-10-20, 11:29 PM
Hmm. Going to try and put up a country up, going to post more here when all of the rules get finalized. I would like a claim on part of southern Issolia, on that note.

The Country: The Empire of Galauspa


History:

The Empire of Galauspa is not a empire, but it's ruler is a grand braggart with a mean streak and a wish to rule large parts of other countries, preferably without the former occupants within it or working in gulags, so there's that. Founded rather recently, Galauspa is in a transitional phase between the great seafood fishing operations in the coast and the creation of factories inland, the result of a state being run by a upstanding traditional king being murdered by his daughter, Lisandra Galauspa, in the middle of the night and said daughter displaying Caligula-like traits as she forces others to her will.

Before the take over, the country was a scattered bunch of pirate-ruled port cities with pastoral farmers living in the almost ungoverned north. It was peaceful, until the last forty years or so, when the farmers got sent to the factories and the pirates banded together and formed a genuine goverment, calling themselves noble and just and good.

And such it has been, and presumably, such as it will.

Culture:

The resulting political climate has created two forms of the upper class, both equal in there exploitation of there citizens: the ignoble noble with ties in both the navy and the shipping vessels and the abhorrent industrialist who has betrayed those who he should be helping who exploits his fellow man.

The Seasiders (a crude but accurate slang term used by northerners) tend to either be dockworkers, independent fishermen, or simply nobles with money. They tend to be the most slavishly loyal to the government, mostly due to the capital being in this part of the country and Empirical power being quite present. Religion is suppressed, but some might think that the 'noblility', in fact a combination of actual noblility with ties to the nation that was located before the take-over and promoted navel captions and admirals, worship the Emperess as a god. This isn't overlooked by others, and is often the topic of several banned films and books.

The Landdwellers (a name of disputed origins; Seasiders find it amusing but say it's a label the target group came up with themselves and said target group might find it offensive) are the working poor and the non-working rich who work in the many factories in the northern parts of the country. The only way out of the system is to join the military or to become one of the reviled upper class in some manner, perhaps involving home invasions and minor assassinations.

Finally, there is the Navy. Sometimes collaborated with the seaside major city-dwellers, the Navy represents most of the military power of the nation, with the actual inland army big enough only to crush all the little petty uprisings that occur as they do.

Often, a commissioned officer has a noble title, and vice versa, and the Empress herself has enough military training to anoint herself Grand Admiral of All The Seas And Waters without any humor intended, with the actual country considers itself to be a pioneer in navel warfare. The fact that a lot of former pirates that are presumably on other nations hit lists now have little offices in the capital says a lot about what the navy will take. The fact that there are five separate non-Emperical navy's tied to major noble lords that often preform acts on other's that could be considered piracy which operate under the Emperesses thumb is also of note.


In general, the people of Galauspa are seen as untrustworthy and bloodthirsty, but this might be due to outsiders seeing only the pirates and sea-skum that tread around the world's waters. If they saw the inland population, they would probably add 'unbathed' and 'stupid' to that list, as few could call the officers who roam the galley's either of the two.


Surprisingly, one could say that the country is rather mild to outsiders. The local culture has always supported individual rights, but now miss Wears-Enough-Ivory-To-Make-Some-Species-Endangered has effectively broken most social barriers in an attempt to bring more focus into the military and job sectors: anyone may marry who (or what) anyone wishs, for example. If one ignores the whole militaristic/monarchist dictatorship run by a power hungry megalomaniac maniac of a twenty year old women, it's decent country.


The beaches are nice.

Economy:
The country is in a strange position. Fishing and manufacturing bring in money, but the true worth in what the country has to offer to the world lies in it's ship fleet. This may bring strange days for the country in due time.

Government:
The country has no actual official political structure that most outsiders are aware besides "The Empress is The Boss, You An't The Empress, So You An't The Boss", but the Empress is a busy women, and she splits power when she needs too.

The most public government figure is the High Admiral, a title distinctly different then that of the Grand Admiral. The terms 'Duke' and 'Admiral' mean the same thing in Galauspa, and until a High Admiral is called to do a year-long tour of service leading the Grand Navy he goes back to commanding his own private fleet. There are six such Admirals, and each loath it when the Emperess calls on them.

The rulers of the inland areas are not really rulers at all, but rather are controllers and handlers. The Speherot are the fanatically loyal milita of the Empire, willing to kill any to keep the peace. All except, of course, those with money.

SquidOfSquids
2013-10-21, 11:47 AM
And now for a smattering of thoughts about the last few days' worth of posts:


If one ignores the whole militaristic/monarchist dictatorship run by a power hungry megalomaniac maniac of a twenty year old women, it's decent country.

The beaches are nice.
^ lol, sounds like an interesting place for a vacation!




once known as the Genesis republic. nation 4 was plunged into civil war after it's dictator General marks Hambast, pissed off Grycia, the Anduvar republic, both ordered an assassination on the same day, this double kill was successful, the nation plunge into infighting among his lieutenants.

a few months later alliances began to form between the various commanders, the largest group made a raid on the North coast this raid killed 200 people and wounded 1200 more, ARS Awesome, ARS Heresy, ARS Mortigami, ARS Blasphemy, ARS Vault of DOOM!, ARS Unsinkable, ARS Fallacy, ARS Clergy where dispatched to aid the opposing major group.

in an engagement 3 miles off shore the 8 warships sighted 40 hostile warships in dense fog the first sighting was only when ARS Clergy Rammed the dreadnought Helena, in a rather spectacular spectacle, Clergy rode up onto Helena amidships, the kenetic energy of the Impact caused the Helena's Ammunition stores to explode, silhouetting both warfleets for the other to see, recovered Photographs show the ARS Awesome and Helena was out of line with the rest of task forces. sitting right in the centre. Helena well ahead of the rest of her fleet, the Awesome absent all together.
A static filled radio message reached the ARS Blasphemy that the awesome had suffered engine damage, repairs underway.

within 20 seconds the battlefield was a burning fog, fire and shells lanced though the fog, explosions deafened the crews, in the words of Pilot Adam Tokio, pilot of an fighter bomber on-board the ARS Vault of DOOM! 'all you could here is the sound of machineguns and large calibre guns being used at point blank, all we could do is use bombs, flying like a missile at the target, releasing then pulling up. hoping it was an enemy ship.'

among the shrieking fog, the a shrill shriek of death echoed, a rolling tower of black smoke sped though the warzone, ending it's speeding with the collision with an hostile Destroyer, it slowed the Battlecruiser just enough for a enemy gunner to get a targeting fix upon her. the shell slammed into her already damaged engines, disabling her. her reply was a rolling retort of 24" (wide) death as her 5 triple 24" calibre gun turrets fired at this vessel. it's suffice to say the only reason why we know it's the Germania, because her hull is non existent in pieces greater then 5" on their greatest length. from there the rest is kind of sketchy. the only confirmed part is that ARS Blasphemy went along side and boarded the larger hostile warship Badass, successfully capturing her.

the ARS unsinkable is not sunk, she's still floating, a burnt out husk after a fire started below decks.

the ARS Clergy managed to limp home and is currently the prime exhibit in Triade Museum.

ARS Awesome was holed in over 100 places, on fire, firing, crippled, she sank slowly, even as she slipped below the waves the awesome tried to take enemies with her, as she sank she caused an nearby destroyer to be sucked into her wake, fortunately the surviving crew on lifeboats where too few per boat to be sucked down their buoyancy saving them.

ARS Montigami is missing, her wreak is unfound, though it is suggested that she pulled away listing heavily. meaning she could be anywhere. with numerous warships similar to her being sighted over the years, even photographed, the best shows her in Norlona colours, and a number of older ones show Anduvar republic colours. if Norlona has the ARS montigami, then an official statement from the Anduvar republic's navy is: 'WE don't care!'

all this time according to Anduvar Republic records Gryica let the anarchy unfold. but despite this they gave Grycia the captured warship Badass (1 dreadnought unit) (58 yes (Industrialists, Traditionalists), 34 no (Liberalists and minor parties))

the awesome class is named after this old battlecruiser.

^ Sounds awesome! But who exactly were you fighting against?


In response to all this talk about modern navies, I'd like to announce that the Five-City Navy of the Cannessene Confederacy will consist of ...drumroll... galleys :smallbiggrin:!

But unlike the wooden, oar-driven galleys of yore, these galleys are actually unmanned ground-effect vehicles (aka ekranoplanes) (http://en.wikipedia.org/wiki/Ekranoplan) with a nearly indestructible nosecone (made of highly purified Phlebotinum (http://tvtropes.org/pmwiki/pmwiki.php/Main/AppliedPhlebotinum)) designed for ramming ships. They are launched from carrier vessels, and can be usually be reused (thanks to the heavy-duty phlebotinum construction). Since ekranoplans are much faster and more fuel efficient than conventional aircraft, Canessene ekranoplan-carriers can launch strikes from much further than aircraft carriers. In fact, most enemy fleets are completely unaware of being under attack until they see thin white streaks on the horizon, followed a few seconds later by the deafening sound of their ships being cut in half.

Alexkubel
2013-10-21, 02:26 PM
the answer is nation 4.

after the battle: with the task force forced to retreat their huge force rolled up the coast, supporting their ground troops, they pushed forwards taking costal towns before moving inland, they where victorious, the Anduvar republic is plotting it's revenge.

in all the civil war left 3.6 million dead. 4.9 million homeless. most of the population stared. and a burning hated for the Anduvar Republic, believing to have been abandoned by the people across the seas, to madmen.

on a side note heres some of the information on the Blasphemy class

Length: 301.2 m (988' 2")
Beam: 37 m (121' 5")
Draft: 13 m (42' 8"
speed: 32 knots

armour
Belt: 8" (phlebotium)
Deck: 8" (steel)
turret: 6" (phlebotinum)
turret ring: 4" (steel)
Superstructure: 4-7" (steel, phlebotinum)

armament:
15, 609 krag l/3000 in 5 triple gun turrets.
40, 40 mak l/1205 in single gun mounting.
60, 20mm maric AA
20, 30 mm markus AA


vessels in the class: ARS Blasphemy, ARS Awesome (sunk), Krishna (The Siccol Peninsulate, tell me if you object to this vessel being so)


also please note I am trying to make this look realistic in the way of design, though I'm sure some actual engineer can find problems)


and anyway some notes on phlebotinum also known as unobtainuim due to the high tendency for the making process to fail releasing dangerous radiation should just one environmental factor be incorrect.
an iron titanium, plutonium and lead alloy, it is incredibly resilient. due to it's far increased density which limits use in most fields bar military.

the most notable uses of phlebotinum is in the Canessene confederation galleys and ammunition the Anduvar republic built 40 mak l/1205. though the larger 609 krag l/3000 also uses Phlebotinum rounds. combat testing

Lesser Naboo
2013-10-21, 04:44 PM
I haven't decided specifics on Solusian military, but they do pay attention to it. Especially considering their neighbors.

On another note, I think the rules should be posted in or linked to in the first post.

Malachi Lemont
2013-10-22, 03:37 PM
All right. I'm going to close recruiting and keep the current 9 players, seeing as I've just finished compiling a table of everyone's starting statistics for the game. I've made some major rule changes along the way, in order to get prices to add up correctly. In the next few posts, I will be providing each country with their starting information. After that, you can let me know if you're ready to start the game, or if you would like more time to learn the rules. The rules for combat are not 100% done yet, but everything involving economics should be set in stone. I will be happy to answer any questions you have. In the case of contradictions, anything I write in the following posts overrides anything I have written in previous posts.

Here are the nations of Belorica:
The Canessene Confederacy, played by SquidOfSquids
The Anduvar Republic, played by Alexkubel
The Kingdom of Martag, played by RustedKitsune
The Noble republic of Grycia, played by DoomChicken
The Kingdom of Ayotlan, played by zabbarot
The High Kingdom of Solusia, played by Lesser Naboo
The Empire of Galauspa, played by Pokonic
The Siccol Peninsulate, played by sabeki
The Union of Norlona, played by DefKab

(feel free to look at each other's stats - the information in this game is 100% open.)

Stats for the Canessene Confederacy:

People:
Total population: 1.195 billion (Largest in the world)
Labor Force: 777 million (65% of population)
----> Military: 7.8 million (1% of labor)
----> Resource Production: 20.3 million (3%)
----> Manufacturing: 28.0 million (4%)
----> Commerce: 256 million (33%)
----> Civil Service: 224 million (23%)
----> Healthcare: 62.1 million (8%)
----> Education: 38.8 million (5%)
----> Entertainment: 31.0 million (4%)
----> Engineering: 109 million (14%)
----> Unemployed: 38.8 million (5%)
Population Growth: 0.4%

Land:
Temperate Forest: 8
Rain Forest: 1
Pine Forest: 2
Dry Plains: 3
Desert: 1
Mountains: 4
Tundra: 0
Total: 19

Agriculture
Grains: 241 units consumed
Vegetables: 59 units consumed
Livestock: 56 units consumed

Inventory
Crude Oil: 50 units (+0 per turn)
Industrial Metals: 500 units (+74 per turn)
Precious Metals: 200 units (+40 per turn)
Natural Gas: 100 units (+28 per turn)
Automobiles: 9 units (+1 per turn) = 450 million cars
Civilian Planes: 2 units (+5 per turn) = 20,000 planes
Electronics: 6 units (+2 per turn)
Luxuries: 3 units (+1 per turn)

Arsenal
Firearms: 40 units (+6 per turn) = 40 million guns
Tanks: 1 unit (+1 per turn) = 100 tanks
Fighter Planes: 1 unit (+1 per turn) = 1000 planes
Warships: 0 units (+1 per turn)

Exports
Grains (3 per turn)
Vegetables (1 per turn)
Livestock (6 per turn)
Crude Oil (5 per turn)
Automobiles (1 per turn)

Imports
Luxuries (1 per turn)
Firesarms (1 per turn)
Tanks (1 per turn)
Fighter Planes (1 per turn)
Warships (1 per turn)

World Prices (per unit)
Grains: $34 billion
Vegetables: $103 billion
Livestock: $86 billion
Crude Oil: $207 billion
Industrial Metals: $138 billion
Precious Metals: $414 billion
Natural Gas: $241 billion
Automobiles: $345 billion
Civilian Planes: $449 billion
Electronics: $483 billion
Luxuries: $622 billion
Firearms: $172 billion
Fighter planes: $518 billion
Warships: $1.04 trillion

Taxes:
Income Tax: 40% (high): $4.4 trillion
Sales Tax: 5% (low): $239 billion
Corporate Tax: 50% (high): $1.9 trillion
Total Revenue: $6.56 trillion

Budget: (billions)
Revenue: $6561
Trade: -$933
Military: -$239
Healthcare: -$1618
Education: -$782
Civil Service: -$931
Entertainment: -$311
Science: -$1087
Commerce: -$215
Money Printed: $20

National Gains: $462 billion per turn
Inflation: 0.1 %
Overall outlook: Exceptionally strong

Attributes:
Happiness: ?
Health: ?
Education: ?
Technology: ?
Patriotism: ?
(roll 3d6 to find out)

Malachi Lemont
2013-10-22, 03:55 PM
Stats for the Anduvar Republic:

People:
Total population: 420 million
Labor Force: 294 million (70% of population)
----> Military: 2.9 million (1% of labor)
----> Resource Production: 7.3 million (3%)
----> Manufacturing: 14 million (6%)
----> Commerce: 97.0 million (33%)
----> Civil Service: 69.9 million (23%)
----> Healthcare: 23.5 million (8%)
----> Education: 14.7 million (5%)
----> Entertainment: 11.7 million (4%)
----> Engineering: 41.2 million (13%)
----> Unemployed: 11.7 million (4%)
Population Growth: None

Land:
Temperate Forest: 2
Rain Forest: 0
Pine Forest: 3
Dry Plains: 0
Desert: 0
Mountains: 2
Tundra: 0
Total: 7

Agriculture
Grains: 84 units consumed
Vegetables: 21 units consumed
Livestock: 27 units consumed

Inventory
Crude Oil: 10 units (-3 per turn)
Industrial Metals: 200 units (+24 per turn)
Precious Metals: 40 units (+13 per turn)
Natural Gas: 30 units (-6 per turn)
Automobiles: 2 units (+1 per turn) = 100 million cars
Civilian Planes: 1 unit (+0 per turn) = 10,000 planes
Electronics: 3 units (+1 per turn)
Luxuries: 2 units (+1 per turn)

Arsenal
Firearms: 100 units (+8 per turn) = 100 million guns
Tanks: 1 unit (+0 per turn) = 1000 tanks
Fighter Planes: 2 unit (+1 per turn) = 2000 planes
Warships: 4 units (+1 per turn) = 40 warships

Exports

None
Imports
Everything.
Grains (4 per turn)
Vegetables (2 per turn)
Livestock (8 per turn)
Crude Oil (2 per turn)
Industrial metals (1 per turn)
Precious metals (1 per turn)
Natural gas (3 per turn)
Automobiles (1 per turn)
Electronics (1 per turn)
Firearms (3 per turn)
Fighter planes (1 per turn)

World Prices (per unit)
Grains: $20 billion
Vegetables: $61 billion
Livestock: $51 billion
Crude Oil: $123 billion
Industrial Metals: $81 billion
Precious Metals: $245 billion
Natural Gas: $143 billion
Automobiles: $204 billion
Civilian Planes: $266 billion
Electronics: $286 billion
Luxuries: $368 billion
Firearms: $102 billion
Fighter planes: $308 billion
Warships: $614 billion

Taxes:
Income Tax: 40% (high): $1.67 trillion
Sales Tax: 5% (low): $84 billion
Corporate Tax: 50% (high): $727 billion
Total Revenue: $2.48 trillion

Budget: (billions)
Revenue: $2479
Trade: -$2725
Military: -$152
Healthcare: -$923
Education: -$420
Civil Service: -$414
Entertainment: -$117
Science: -$411
Commerce: -$113
Money Printed: $200

National Debt: $2.8 trillion per turn
Inflation: 4.8 %
Overall outlook: Troubling

Attributes:
Happiness: ?
Health: ?
Education: ?
Technology: ?
Patriotism: ?
(roll 3d6 to find out)

Thunderfist12
2013-10-22, 04:12 PM
Mercantilist Republic of Kormina (17)

Happiness: 13
Education: 8
Health: 11
Technology: 9
Patriotism: 12

The Country: The people of Kormina are content with their lives. They pay little taxes, they have good health care, and they know little of the countries around them. They live pleasant lives in pleasant towns - an almost utopian society.

However, with the tensions of war rising, the Korminian Republic's government is starting to fear for its people. How can they survive with their backwoods technology and undertaught population?

Malachi Lemont
2013-10-22, 04:12 PM
Stats for the Kingdom of Martag

People:
Total population: 207 million
Labor Force: 149 million (72% of population)
----> Military: 1.5 million (1% of labor)
----> Resource Production: 4.2 million (3%)
----> Manufacturing: 10 million (6%)
----> Commerce: 49.1 million (33%)
----> Civil Service: 31.9 million (23%)
----> Healthcare: 11.9 million (8%)
----> Education: 14.7 million (5%)
----> Entertainment: 6.0 million (4%)
----> Engineering: 20.8 million (13%)
----> Unemployed: 6.0 million (4%)
Population Growth: 0.7 %

Land:
Temperate Forest: 2
Rain Forest: 0
Pine Forest: 1
Dry Plains: 0
Desert: 0
Mountains: 1
Tundra: 0
Total: 4

Agriculture
Grains: 42 units consumed
Vegetables: 15 units consumed
Livestock: 9 units consumed

Inventory
Crude Oil: 12 units (-6 per turn)
Industrial Metals: 100 units (+25 per turn)
Precious Metals: 20 units (+5 per turn)
Natural Gas: 45 units (+9 per turn)
Automobiles: 1 unit (+1 per turn) = 50 million cars
Civilian Planes: 0 units (+0 per turn)
Electronics: 10 units (-1 per turn)
Luxuries: 0 units (+0 per turn)

Arsenal
Firearms: 30 units (+4 per turn) = 30 million guns
Tanks: 1 units (+0 per turn) = 1000 tanks
Fighter Planes: 2 unit (+1 per turn) = 2000 planes
Warships: 1 unit (+1 per turn) = 10 warships

Exports

Grains (10 per turn)
Livestock (3 per turn)
Automobiles (1 per turn)
Electronics (1 per turn)

Imports

Vegetables (3 per turn)
Crude Oil (4 per turn)
Industrial metals (8 per turn)
Precious metals (1 per turn)
Natural gas (2 per turn)
Firearms (4 per turn)

World Prices (per unit)
Grains: $14 billion
Vegetables: $43 billion
Livestock: $35 billion
Crude Oil: $86 billion
Industrial Metals: $57 billion
Precious Metals: $172 billion
Natural Gas: $100 billion
Automobiles: $143 billion
Civilian Planes: $187 billion
Electronics: $201 billion
Luxuries: $258 billion
Firearms: $71 billion
Tanks: $287 billion
Fighter planes: $215 billion
Warships: $614 billion

Taxes:
Income Tax: 40% (high): $844 billion
Sales Tax: 5% (low): $41 billion
Corporate Tax: 50% (high): $369 billion
Total Revenue: $1.25 trillion

Budget: (billions)
Revenue: $1254
Trade: -$999
Military: -$126
Healthcare: -$714
Education: -$311
Civil Service: -$243
Entertainment: -$59
Science: -$208
Commerce: -$91
Money Printed: $300

National Debt: $1.2 trillion per turn
Inflation: 14 %
Overall outlook: Uncertain

Attributes:
Happiness: ?
Health: ?
Education: ?
Technology: ?
Patriotism: ?
(roll 3d6 to find out)

Thunderfist12
2013-10-22, 04:27 PM
Oh.... just saw the recruitment closing post. Should I just delete my country post, then?

Lesser Naboo
2013-10-22, 05:17 PM
Some Questions:
So in Health, one of the things is "Less than 1 vegetable unit per 10,000". Does that mean we have to have 1 vegetable unit stored, or else our nations' health will nosedive? 1 per 10,000 sounds high to me.
Also in health, I have a question on outbreaks. If we get one, it sounds like we are basically doomed. Unless you or another country are able to get to Health 15 during the outbreak, and they decide to use their one cure on you. Or if someone gets health 20. But raising Health seems really hard.

Malachi Lemont
2013-10-22, 05:31 PM
Oh.... just saw the recruitment closing post. Should I just delete my country post, then?

Sorry, I can't fit you in at the moment, but if anyone drops out, I'll let you know right away. Thanks for your interest!

@ Lesser Naboo: You're right. I seriously need to rethink the rules on Health. Ignore all that for now. The economic part of the rules are finished, so I'll finish posting everyone's stats before I get to the rest of the game. Sound good?

Malachi Lemont
2013-10-22, 05:53 PM
Stats for the Noble Republic of Grycia (DoomChicken)

People:
Total population: 611 million
Labor Force: 428 million (70% of population)
----> Military: 4.3 million (1% of labor)
----> Resource Production: 12.4 million (3%)
----> Manufacturing: 36 million (6%)
----> Commerce: 141 million (33%)
----> Civil Service: 79.9 million (22%)
----> Healthcare: 34.2 million (8%)
----> Education: 21.3 million (5%)
----> Entertainment: 17.1 million (4%)
----> Engineering: 20.8 million (13%)
----> Unemployed: 21.3 million (5%)
Population Decline: 0.1 %

Land:
Temperate Forest: 1
Rain Forest: 0
Pine Forest: 4
Dry Plains: 2
Desert: 0
Mountains: 4
Tundra: 1
Total: 12

Agriculture
Grains: 122 units consumed
Vegetables: 30 units consumed
Livestock: 27 units consumed

Inventory
Crude Oil: 50 units (+4 per turn)
Industrial Metals: 250 units (+21 per turn)
Precious Metals: 100 units (+24 per turn)
Natural Gas: 30 units (+5per turn)
Automobiles: 3 units (+1 per turn) = 150 million cars
Civilian Planes: 1 unit (+0 per turn) = 10,000 planes
Electronics: 14 units (+2 per turn)
Luxuries: 0 units (+0 per turn)

Arsenal
Firearms: 60 units (+2 per turn) = 60 million guns
Tanks: 0 units (+1 per turn)
Fighter Planes: 0 units (+1 per turn)
Warships: 3 units (+1 per turn) = 30 warships

Exports

Livestock (5 per turn)
Electronics (2 per turn)
Firearms (4 per turn)
Tanks (2 per turn)
Fighter Planes (2 per turn)
Warships (1 per turn)

Imports

Grains (5 per turn)
Vegetables (4 per turn)
Crude Oil (1 per turn)
Industrial metals (1 per turn)
Precious metals (1 per turn)
Natural gas (1 per turn)
Automobiles (1 per turn)

World Prices (per unit)
Grains: $25 billion
Vegetables: $74 billion
Livestock: $62 billion
Crude Oil: $148 billion
Industrial Metals: $99 billion
Precious Metals: $296 billion
Natural Gas: $173 billion
Automobiles: $247 billion
Civilian Planes: $321 billion
Electronics: $346 billion
Luxuries: $444 billion
Firearms: $123 billion
Tanks: $494 billion
Fighter planes: $370 billion
Warships: $741 billion

Taxes:
Income Tax: 40% (high): $2.42 trillion
Sales Tax: 5% (low): $122 billion
Corporate Tax: 50% (high): $1.05 trillion
Total Revenue: $3.6 trillion

Budget: (billions)
Revenue: $3605
Trade: +$2583
Military: -$176
Healthcare: -$1115
Education: -$520
Civil Service: -$459
Entertainment: -$171
Science: -$599
Commerce: -$223
Money Printed: $500

National Gains: $3.4 trillion per turn
Inflation: 8 %
Overall outlook: Amazing

Attributes:
Happiness: ?
Health: ?
Education: ?
Technology: ?
Patriotism: ?
(roll 3d6 to find out)

Malachi Lemont
2013-10-22, 06:06 PM
Stats for the Kingdom of Ayotlan (zabbarot)

People:
Total population: 71 million
Labor Force: 55.3 million (78% of population)
----> Military: 554,000 (1% of labor)
----> Resource Production: 1.1 million (3%)
----> Manufacturing: 2.0 million (6%)
----> Commerce: 18.3 million (33%)
----> Civil Service: 11.3 million (18%)
----> Healthcare: 4.4 million (8%)
----> Education: 2.8 million (5%)
----> Entertainment: 2.2 million (4%)
----> Engineering: 7.7 million (13%)
----> Unemployed: 4.9 million (9%)
Population Growth: 2.8%

Land:
Temperate Forest: 0
Rain Forest: 1
Pine Forest: 0
Dry Plains: 0
Desert: 0
Mountains: 0
Tundra: 0
Total: 1

Agriculture
Grains: 15 units consumed
Vegetables: 3 units consumed
Livestock: 7 units consumed

Inventory
Crude Oil: 8 units (-3 per turn)
Industrial Metals: 20 units (+6 per turn)
Precious Metals: 10 units (+5 per turn)
Natural Gas: 21 units (-7 per turn)
Automobiles: 2 units (+0 per turn) = 100 million cars
Civilian Planes: 0 units (+0 per turn)
Electronics: 2 units (+1 per turn)
Luxuries: 0 units (+0 per turn)

Arsenal
Firearms: 10 units (+2 per turn) = 10 million guns
Tanks: 1 units (+0 per turn) = 1000 tanks
Fighter Planes: 2 units (+0 per turn) = 2000 planes
Warships: 3 units (+0 per turn) = 30 warships

Exports

Vegetables (5 per turn)

Imports

Grains (4 per turn)
Livestock (6 per turn)
Crude Oil (13 per turn)
Industrial metals (4 per turn)
Precious metals (3 per turn)
Natural gas (8 per turn)
Firearms (2 per turn)

World Prices (per unit)
Grains: $8 billion
Vegetables: $25 billion
Livestock: $21 billion
Crude Oil: $50 billion
Industrial Metals: $34 billion
Precious Metals: $101 billion
Natural Gas: $59 billion
Automobiles: $84 billion
Civilian Planes: $109 billion
Electronics: $117 billion
Luxuries: $151 billion
Firearms: $42 billion
Tanks: $168 billion
Fighter planes: $126 billion
Warships: $252 billion

Taxes:
Income Tax: 40% (high): $312 billion
Sales Tax: 5% (low): $14 billion
Corporate Tax: 50% (high): $137 billion
Total Revenue: $463 billion

Budget: (billions)
Revenue: $463
Trade: -$1685
Military: -$109
Healthcare: -$579
Education: -$241
Civil Service: -$150
Entertainment: -$22
Science: -$77
Commerce: -$80
Money Printed: $200

National Debt: $2.28 trillion per turn
Inflation: 26%
Overall outlook: Bleak

Attributes:
Happiness: ?
Health: ?
Education: ?
Technology: ?
Patriotism: ?
(roll 3d6 to find out)

Malachi Lemont
2013-10-22, 06:21 PM
Stats for the High Kingdom of Solusia (Lesser Naboo)

People:
Total population: 954 million
Labor Force: 725 million (76% of population)
----> Military: 7.3 million (1% of labor)
----> Resource Production: 17.2 million (3%)
----> Manufacturing: 2 million (0%)
----> Commerce: 239 million (33%)
----> Civil Service: 205 million (22%)
----> Healthcare: 58 million (8%)
----> Education: 36 million (5%)
----> Entertainment: 29 million (4%)
----> Engineering: 101 million (13%)
----> Unemployed: 58 million (8%)
Population Growth: 0.3 %

Land:
Temperate Forest: 4
Rain Forest: 4
Pine Forest: 0
Dry Plains: 5
Desert: 1
Mountains: 2
Tundra: 0
Total: 16

Agriculture
Grains: 192 units consumed
Vegetables: 55 units consumed
Livestock: 44 units consumed

Inventory
Crude Oil: 80 units (+2 per turn)
Industrial Metals: 400 units (+73 per turn)
Precious Metals: 150 units (+33 per turn)
Natural Gas: 100 units (+23 per turn)
Automobiles: 5 units (+0 per turn) = 250 million cars
Civilian Planes: 3 unit (+0 per turn) = 30,000 planes
Electronics: 9 units (+1 per turn)
Luxuries: 1 unit (+0 per turn)

Arsenal
Firearms: 180 units (+1 per turn) = 180 million guns
Tanks: 3 units (+ per turn) = 3000 tanks
Fighter Planes: 1 unit (+0 per turn) = 1000 planes
Warships: 1 unit (+1 per turn) = 10 warships

Exports

Grains (7 per turn)
Vegetables (11 per turn)
Livestock (9 per turn)
Crude Oil (15 per turn)
Industrial Metals (4 per turn)
Luxuries (1 per turn)

Imports

Precious metals (1 per turn)
Electronics (1 per turn)
Firearms (1 per turn)

World Prices (per unit)
Grains: $30 billion
Vegetables: $92 billion
Livestock: $77 billion
Crude Oil: $185 billion
Industrial Metals: $123 billion
Precious Metals: $370 billion
Natural Gas: $216 billion
Automobiles: $308 billion
Civilian Planes: $401 billion
Electronics: $432 billion
Luxuries: $555 billion
Firearms: $154 billion
Tanks: $617 billion
Fighter planes: $463 billion
Warships: $926 billion

Taxes:
Income Tax: 40% (high): $4.11 trillion
Sales Tax: 5% (low): $190 billion
Corporate Tax: 50% (high): $1.79 trillion
Total Revenue: $6.1 trillion

Budget: (billions)
Revenue: $6101
Trade: +$4802
Military: -$230
Healthcare: -$1544
Education: -$743
Civil Service: -$1025
Entertainment: -$290
Science: -$1015
Commerce: -$280
Money Printed: $50

National Gains: $5.83 trillion per turn
Inflation: 0.4%
Overall outlook: Literally could not get any better

Attributes:
Happiness: ?
Health: ?
Education: ?
Technology: ?
Patriotism: ?
(roll 3d6 to find out)

Malachi Lemont
2013-10-22, 06:41 PM
Stats for the Empire of Galauspa (Pokonic)

People:
Total population: 488 million
Labor Force: 337 million (69% of population)
----> Military: 3.4 million (1% of labor)
----> Resource Production: 8.3 million (3%)
----> Manufacturing: 18 million (3%)
----> Commerce: 111 million (33%)
----> Civil Service: 81.4 million (22%)
----> Healthcare: 26.9 million (8%)
----> Education: 16.8 million (5%)
----> Entertainment: 26.9 million (4%)
----> Engineering: 47.1 million (13%)
----> Unemployed: 10.1 million (5%)
Population Growth: 0.3 %

Land:
Temperate Forest: 2
Rain Forest: 0
Pine Forest: 4
Dry Plains: 0
Desert: 0
Mountains: 2
Tundra: 0
Total: 8

Agriculture
Grains: 99 units consumed
Vegetables: 27 units consumed
Livestock: 21 units consumed

Inventory
Crude Oil: 60 units (+6 per turn)
Industrial Metals: 150 units (+24 per turn)
Precious Metals: 40 units (+14 per turn)
Natural Gas: 36 units (+8 per turn)
Automobiles: 3 units (+0 per turn) = 150 million cars
Civilian Planes: 2 units (+0 per turn) = 20,000 planes
Electronics: 6 units (+1 per turn)
Luxuries: 3 units (+1 per turn)

Arsenal
Firearms: 90 units (+2 per turn) = 90 million guns
Tanks: 1 units (+0 per turn) = 1000 tanks
Fighter Planes: 0 units (+0 per turn)
Warships: 2 units (+0 per turn) = 20 warships

Exports

Livestock (1 per turn)
Firearms (6 per turn)

Imports

Grains (9 per turn)
Vegetables (5 per turn)
Industrial metals (1 per turn)
Crude Oil (1 per turn)
Precious metals (1 per turn)
Electronics (1 per turn)

World Prices (per unit)
Grains: $22 billion
Vegetables: $66 billion
Livestock: $55 billion
Crude Oil: $132 billion
Industrial Metals: $88 billion
Precious Metals: $265 billion
Natural Gas: $154 billion
Automobiles: $220 billion
Civilian Planes: $287 billion
Electronics: $309 billion
Luxuries: $397 billion
Firearms: $110 billion
Tanks: $441 billion
Fighter planes: $331 billion
Warships: $662 billion

Taxes:
Income Tax: 40% (high): $1.92 trillion
Sales Tax: 5% (low): $97 billion
Corporate Tax: 50% (high): $833 billion
Total Revenue: $2.85 trillion

Budget: (billions)
Revenue: $2846
Trade: -$607
Military: -$160
Healthcare: -$984
Education: -$452
Civil Service: -$466
Entertainment: -$134
Science: -$471
Commerce: -$85
Money Printed: $50

National Debt: $466 billion per turn
Inflation: 1%
Overall outlook: Decent

Attributes:
Happiness: ?
Health: ?
Education: ?
Technology: ?
Patriotism: ?
(roll 3d6 to find out)

Malachi Lemont
2013-10-22, 06:57 PM
Stats for the Siccol Peninsulate (Sabeki)

People:
Total population: 156 million
Labor Force: 115 million (74% of population)
----> Military: 1.1 million (1% of labor)
----> Resource Production: 3.2 million (3%)
----> Manufacturing: 4 million (4%)
----> Commerce: 38.1 million (33%)
----> Civil Service: 28.5 million (24%)
----> Healthcare: 9.2 million (8%)
----> Education: 5.8 million (5%)
----> Entertainment: 4.6 million (4%)
----> Engineering: 16.1 million (14%)
----> Unemployed: 4.6 million (4%)
Population Growth: 2.8 %

Land:
Temperate Forest: 1
Rain Forest: 2
Pine Forest: 0
Dry Plains: 0
Desert: 0
Mountains: 0
Tundra: 0
Total: 3

Agriculture
Grains: 33 units consumed
Vegetables: 9 units consumed
Livestock: 13 units consumed

Inventory
Crude Oil: 20 units (+6 per turn)
Industrial Metals: 70 units (+19 per turn)
Precious Metals: 35 units (+5 per turn)
Natural Gas: 13 units (+3 per turn)
Automobiles: 1 unit (+0 per turn) = 50 million cars
Civilian Planes: 1 unit (+0 per turn) = 10,000 planes
Electronics: 4 units (+1 per turn)
Luxuries: 2 unit (+1 per turn)

Arsenal
Firearms: 80 units (+3 per turn) = 80 million guns
Tanks: 0 units (+0 per turn)
Fighter Planes: 0 units (+0 per turn)
Warships: 1 unit (+0 per turn) = 10 warships

Exports

Grains (6 per turn)
Vegetables (11 per turn)

Imports

Livestock (7 per turn)
Crude Oiol (5 per turn)
Industrial Metals (8 per turn)
Precious metals (1 per turn)
Natural Gas (5 per turn)
Firearms (3 per turn)

World Prices (per unit)
Grains: $12 billion
Vegetables: $37 billion
Livestock: $31 billion
Crude Oil: $75 billion
Industrial Metals: $50 billion
Precious Metals: $150 billion
Natural Gas: $88 billion
Automobiles: $125 billion
Civilian Planes: $162 billion
Electronics: $174 billion
Luxuries: $224 billion
Firearms: $62 billion
Tanks: $249 billion
Fighter planes: $187 billion
Warships: $374 billion

Taxes:
Income Tax: 40% (high): $656 billion
Sales Tax: 5% (low): $31 billion
Corporate Tax: 50% (high): $286 billion
Total Revenue: $972 billion

Budget: (billions)
Revenue: $972
Trade: -$1280
Military: -$120
Healthcare: -$666
Education: -$286
Civil Service: -$228
Entertainment: -$46
Science: -$161
Commerce: -$94
Money Printed: $325

National Debt: $1.91 trillion per turn
Inflation: 20%
Overall outlook: Grim

Attributes:
Happiness: ?
Health: ?
Education: ?
Technology: ?
Patriotism: ?
(roll 3d6 to find out)

Sabeki
2013-10-22, 07:25 PM
Do we do the 3D6 ourselves? If so, using the DnD dice roller, I have:

Happiness: 13
Health: 14
Education: 6
Tech: 13
Patriotism: 10


Roll(3d6)+0:
3,4,3,+0
Total:10

Roll(3d6)+0:
6,1,6,+0
Total:13

Roll(3d6)+0:
1,1,4,+0
Total:6

Roll(3d6)+0:
6,2,6,+0
Total:14

zabbarot
2013-10-22, 09:19 PM
I think I found the downside of being a small nation already. That is insanely high debt per turn and I have no idea how to turn it around.

Malachi Lemont
2013-10-22, 10:12 PM
Sabeki - that's perfect. Use the DnD dice roller as you normall would for rolling up stats. That's the next step right now.

zabbarot - As a small nation, the best thing you can do is form a strong alliance with several other nations. You happen to have a fairly strong arsenal, so self-defense shouldn't be a problem. Your military also gives you something to offer to the alliance, and they could offer you debt relief if they're generous. The only things you can really do to pay off your debt are: 1) Sell everything you have, or 2) Print lots of money. Neither of these are good ideas.

Instead, you want to spend money - now, before your currency becomes worthless. Right now, your currency is the most valuable in the world, because there's so little of it. For you, it is probably more important to stop inflation than it is to pay off debt. I put some of the players like you in a tough situation to begin with, because I wanted all the players to have to depend on each other, instead of just hiding in a corner, building up resources, and then going to war every-man-for-himself. Instead, you're all tangled up in a massive web of trade. Those who can sort it out will be the victors.

I hope that helps.

Lesser Naboo
2013-10-22, 10:23 PM
I have some questions: First, are the exports and imports just being sent to some generic NPC country, or a particular PC country?So, am I buying/selling them at the "World Prices" price?
I assume I can switch around the various categories of citizen workers? What do all the categories do?
Does a turn last a year?
How many people does 1 grain feed? I don't understand the Agriculture Consumption.
The "national gains" is the money I have left over after paying the bills?
How do you build tanks, firearms, planes, or warships?

Sorry if I am pestering you. I am excited for this game.

Malachi Lemont
2013-10-22, 10:53 PM
I have some questions: First, are the exports and imports just being sent to some generic NPC country, or a particular PC country?So, am I buying/selling them at the "World Prices" price?
Yes. I was planning on explaining this anyway, so I'm glad you asked. I decided that every player would start as a member of the Global Trade Union, which regulates prices for all goods. If you want to buy or sell something, you don't have to specify which player you are buying or selling from - you will just trade with the Global Trade Union.

Hopefully, on each turn, some people will buy and some people will sell, to preserve a balance in the Global Trade Union. If everyone buys at once, prices will go way up on the next turn. Likewise, if everyone sells, prices will drop for that particular product. You'll notice that everyone buys and sells goods at a different price. That is because each currency has a different value. For the people whose prices are lower, that is because your currency is worth more.

Basically, just say what you want to buy or sell, and I will do the math.


I assume I can switch around the various categories of citizen workers? What do all the categories do?
Good question. Yes, you can switch around the categories whenever you want. Resource production and manufacturing are pretty straightfoward - they give you resources to sell or consume.

The others mainly contribute to your attributes. Education workers boost your education score, healthcare workers - health score, engineers - technology score, and entertainment - happiness score. Hiring commerce workers gives you a discount on trading fees. You might have to move people away from commerce to improve your attributes, but you'll lose money that way. Finally, civil service acts as a kind of safety net for all your attributes, making sure none of them fall below a certain number. Right now, that number is 6. If you hire more civil service, it could get as high as 10.

The current distribution of workers gives you no bonuses or penalties - it is perfectly balanced. Yet you could also say it is weak in all areas. If you wanted to improve your military, you would have to accept penalties in one of the other areas.


Does a turn last a year?
Yes.


How many people does 1 grain feed? I don't understand the Agriculture Consumption.
1 Grain unit feeds 5 million people. As long as your grain number is above Population/5 million, your population will grow. Otherwise, the population will shrink.


The "national gains" is the money I have left over after paying the bills?
Right. Or, you could say it's the money you lend to other countries. Both are accurate.


How do you build tanks, firearms, planes, or warships?
Just say the word and I'll do the math.

Sabeki
2013-10-22, 11:59 PM
How does invasion work? Do we just throw people at it, or is it more complex?

Alexkubel
2013-10-23, 06:02 AM
I'm good at dice rolls.


Happyness: a 6 a 3 and a 5
6+3+5=H
H=9+5
H=14
health : a 5 a 4 and a 4
5+4+4=h
h=9+4
h=13
Education: a 3 a 4 and a 4 (clearly some people skip school)
3+4+4=e
e=7+4
e=11
technology: a 6 a 6 and a 6 (666, number of the beast, in all serious that was a good roll)
6+6+6=t
t=12+6
t=18
Patriotism: a 2 a 6 and a 6
2+6+6=p
p=8+6
p=14

zabbarot
2013-10-23, 09:03 AM
Assuming we just roll straight down this what I've got.

Happiness: 10
Health: 10
Education: 15
Tech: 11
Patriotism: 13



4+4+2 = 10
5+3+2 = 10
6+5+4 = 15
3+5+3 = 11
3+4+6 = 13

AcerbicOrb
2013-10-23, 11:30 AM
Very happy with Grycia's stats. Rolling went ok:

Happiness: 11
Health: 10
Education: 11
Technology: 15
Patriotism: 14

5, 4, 2
1, 5, 4
4, 4, 3
4, 5, 6
4, 3, 5

Lesser Naboo
2013-10-23, 05:02 PM
Do you lose 1 million people to every country that has a higher happiness than you?
How does vegetable and livestock consumption work?
So for each turn, would we pay the bills and set the budget at the beginning of the year, then do RPing and potential other spending during the year?
Also, what is everyone using to roll their stats?

Thunderfist12
2013-10-23, 05:10 PM
look up the wotc die roller. Or roll 3d6 yourself and post each individual die, as well as the total. Those are what they're doing.

Malachi Lemont
2013-10-23, 05:59 PM
Do you lose 1 million people to every country that has a higher happiness than you?
How does vegetable and livestock consumption work?
So for each turn, would we pay the bills and set the budget at the beginning of the year, then do RPing and potential other spending during the year?
Also, what is everyone using to roll their stats?

Yes to the immigration question. Vegetables boost your health score, and livestock boosts your happiness. (By what amount, I'm not certain, but basically, your consumption per person has to be the highest in the world.)

You can write up your turn in whatever order you want. You don't have to describe where every last dollar goes - for the budget, you can make statements like "transfer money from health to the military," and I'll adjust the numbers within a reasonable range. The only time you need to specify numbers is when you're buying and selling resources. You'll have to say, "I want to buy 2 warships and sell 20 grain" or something along those lines, or else I will have no idea what to give you.

Lesser Naboo
2013-10-23, 08:17 PM
Some comments on the patriotism system:
It seems to me that anyone who rolls poorly(or rolls poorer than others) will end up losing one or more points of patriotism a turn. They'll end up with a rapidly weakening military and mass national desertions. Most ways of increasing attributes can be matched by others. Even if someone does manage to permanently get out of last, that just puts someone else on the bottom.
If someone rolls well, than their military can become basically nigh-invincible.At least to anyone who isn't the best in at least one attribute.

Malachi Lemont
2013-10-23, 09:59 PM
Some comments on the patriotism system:
It seems to me that anyone who rolls poorly(or rolls poorer than others) will end up losing one or more points of patriotism a turn. They'll end up with a rapidly weakening military and mass national desertions. Most ways of increasing attributes can be matched by others. Even if someone does manage to permanently get out of last, that just puts someone else on the bottom.
If someone rolls well, than their military can become basically nigh-invincible.At least to anyone who isn't the best in at least one attribute.

I know. It's part of the game. Alliances will be really important for anyone who's not the top dog. And in case somebody gets too powerful, well, I reserve the right to unleash an Outbreak or some other chance event.

Sabeki
2013-10-23, 10:01 PM
You still haven't answered my question about war :smallannoyed:

Alexkubel
2013-10-24, 03:31 AM
I'm actually rolling real dice, I don't like using rollers.

that's a good point the question about war isn't answered

RustedKitsune
2013-10-24, 09:56 AM
Martag Stats
Happiness 10
Health 11
Education 12
Technology 16
Patriotism 11

3,3,5=11
3,4,5=12
6,6,4=16
4,4,3=11
1,5,4=10

SquidOfSquids
2013-10-24, 01:41 PM
The Canessene Confederacy:

Happiness: 15
Education: 11
Health: 11
Technology: 11
Patriotism: 9

Overall, the Canessenes enjoy high living standards, but are reluctant to support military action. The current political consensus tends towards isolationism.

Can't seem to make dice rolls work over here, so I did my rolls in the dice roll forum: Dice rolls (http://www.giantitp.com/forums/showpost.php?p=16283351&postcount=681)
(3d6)[3][6][2](11)
(3d6)[5][6][4](15)
(3d6)[2][5][4](11)
(3d6)[5][5][1](11)
(3d6)[5][2][2](9)

Malachi Lemont
2013-10-24, 03:49 PM
I'm actually rolling real dice, I don't like using rollers.

that's a good point the question about war isn't answered

Yes, I'm sorry I haven't gotten there yet. I'm not very well-learned in DnD combat rules, so do any of you have suggestions on how to resolve combat in an interesting but not over-the-top way?

Alexkubel
2013-10-24, 04:02 PM
well as a non DnD (never played it) player I can suggest some methods.

probability (work out the odds) E.g. 2:1 side a win roll a d3 on a 2 or 3 side a wins on a 1 side b wins, this unfortunately does not have much chance for draws.

next is your own calculation, here's an algebraic example

n=troops
t=tactical brilliance
m=modifier (the multiplier for your troops)
t in this case will be d3
dice rolls are in brackets

so we have (2d10)nm+t(2d20)n as

side a: (2d10)*10,000*1+(d3)*(2d20)*10,000
20*10,000+3*40*10,000
200,000+1,200,000
1,400,000

side b: (2d10)200,000*2+(d3)(2d20)200,000
2*400,000+1*2*200,000
800,000+400,000
1,200,000

side a wins despite being outnumbered 20 to 1!

does DnD have opposed checks (one value against another)? is so you could have both sides make a opposed check against the other in forces

these are quick solves. not taking casulaties

AcerbicOrb
2013-10-24, 05:37 PM
Winning when outnumbered 20-1 seems a little strange to me, and that system is both hard to understand and involves huge amounts of luck.

Maybe have a system where each unit has a score, so for infantry 10, tanks 20, planes 25, or something, with guns giving infantry +5, but also a combined arms bonus of 20 for getting a 3/1/1 mix of the types or something.

So side 1 has 5 infantry, all with guns, 2 tanks and 1 planes, for a score of 130.
Side 2 has 3 infantry, all with guns, 1 tanks and 1 planes, for 80, with a combined arms bonus of 20, for a total of 100.

Then, each side rolls a d6. A 1 gives -10% to the score, a 2 no modifier, a 3 +10%, a 4 +20%, and so on.

The amount of casualties could be based on the amount of score extra, maybe 1 unit per 10 points.

So in this example Side 1 rolls a 2, Side 2 a 6, giving final scores of 130 and 140. Side 2 wins, and, having won by 10 points, takes out 1 random unit (this could be random, or by a dice roll, with every unit being given a number).

But if there was 20-1 numbers, like 20 infantry with no guns versus one without, then the scores would be 200 and 15, and therefore impossible for the side of 20 to lose.

If you want, you could have a 20 point defence bonus or something.

Malachi Lemont
2013-10-24, 05:57 PM
Winning when outnumbered 20-1 seems a little strange to me, and that system is both hard to understand and involves huge amounts of luck.

Maybe have a system where each unit has a score, so for infantry 10, tanks 20, planes 25, or something, with guns giving infantry +5, but also a combined arms bonus of 20 for getting a 3/1/1 mix of the types or something.

So side 1 has 5 infantry, all with guns, 2 tanks and 1 planes, for a score of 130.
Side 2 has 3 infantry, all with guns, 1 tanks and 1 planes, for 80, with a combined arms bonus of 20, for a total of 100.

Then, each side rolls a d6. A 1 gives -10% to the score, a 2 no modifier, a 3 +10%, a 4 +20%, and so on.

The amount of casualties could be based on the amount of score extra, maybe 1 unit per 10 points.

So in this example Side 1 rolls a 2, Side 2 a 6, giving final scores of 130 and 140. Side 2 wins, and, having won by 10 points, takes out 1 random unit (this could be random, or by a dice roll, with every unit being given a number).

But if there was 20-1 numbers, like 20 infantry with no guns versus one without, then the scores would be 200 and 15, and therefore impossible for the side of 20 to lose.

If you want, you could have a 20 point defence bonus or something.

That sounds great. I think I'll go with Doomchicken's idea.

Lesser Naboo
2013-10-24, 10:06 PM
Patriotism-8
Health-15
Education-10
Technology-12
Happiness-12

4,3,1
6,6,3
5,2,3
5,4,3
6,1,5

Also, how does patriotism factor into the above? And what about naval?

Alexkubel
2013-10-25, 07:48 AM
to be honest 20-1 odds wouldn't be the most extreme victory I've won.

playing a board game (ASL) I had 3 German squads, a leader, an AT gun, 2 LMGs, a mortar. I with limited forces held a section of the line stopping the Russians from reaching some of their most important objectives, about 100 squads where sent against the position I held, Off board artillery hammered down, but we held, the Russians outflanked with tanks, we still held, in the end I had to pull back due to ammunition shortage.

AcerbicOrb
2013-10-25, 10:29 AM
to be honest 20-1 odds wouldn't be the most extreme victory I've won.

playing a board game (ASL) I had 3 German squads, a leader, an AT gun, 2 LMGs, a mortar. I with limited forces held a section of the line stopping the Russians from reaching some of their most important objectives, about 100 squads where sent against the position I held, Off board artillery hammered down, but we held, the Russians outflanked with tanks, we still held, in the end I had to pull back due to ammunition shortage.

The most extreme real life example I can find is The Battle of Long Tan, where 108 Australians beat a force of 2000 Viet Cong. Well, the Battle of Bloodriver saw 600 Boers defeat 15,000 Zulus, but that kind of technological difference is insane.

Alexkubel
2013-10-25, 02:07 PM
on a more serious note, I need to think of ways to solve the Anduvar Republic's economic crisis. but it could be worse, in my opinion, the only way is right.

also contemplating an attack on nation 4

AcerbicOrb
2013-10-25, 02:31 PM
And what about naval?

Well, the way I would prefer would be for there to be several ship types, each being equivalent to a ground unit. Frigates could be Infantry, Battleships could be Tanks, and Aircraft Carriers infantry. If Malachi Lemont decides to make that change, great, if not, oh well.

Malachi Lemont
2013-10-25, 02:44 PM
Well, the way I would prefer would be for there to be several ship types, each being equivalent to a ground unit. Frigates could be Infantry, Battleships could be Tanks, and Aircraft Carriers infantry. If Malachi Lemont decides to make that change, great, if not, oh well.

Here's what I think I'll do. You pay a certain fee to purchase one unit of warships. The cost doesn't change depending on what you get. But your one unit of warships can get broken down several ways:

1 Unit
= 2 Aircraft carriers (boost your planes' attack strength)
= 3 Battleships (heavy naval attack strength)
= 6 Destroyers (average strength and maneuverable)
= 6 Submarines (stealth attacks - risky but low number of troops needed)

You can break it down like 2 AC or 1 AC, 3 S, or 1 AC, 1 B, 1 D, etc.

Alexkubel
2013-10-25, 03:56 PM
destroyers are best when facing aircraft or submarines. if need be then I can always make a new list of forces, having multiple sections for each unit means task forces can be designed and tailored for the mission not just a blind, "NAVY go pick what you think will work." and hope you don't get some stupid combo of destroyers that only worked 20 years ago.

SquidOfSquids
2013-10-25, 05:51 PM
... having multiple sections for each unit means task forces can be designed and tailored for the mission not just a blind, "NAVY go pick what you think will work." and hope you don't get some stupid combo of destroyers that only worked 20 years ago.
TBH, I would prefer the blind approach, if only because this game is starting to get way too complicated for my puny non-mathematically inclined brain :smallfrown:.
I think the game should be more about setting top-level priorities (ie increasing military strength, improving economy) than micro-managing troop compositions.


On another note, would it be possible for player-controlled countries to interact with the npc-countries? I think it would be cool if we could have some sort of simple diplomacy simulation where the pc-countries can have spheres of influence among the npc-countries. Perhaps involving foreign aid and some sort of reputation stat?

Sabeki
2013-10-25, 05:54 PM
^ Agreed on the math part! And the nation part! I need a shield bubble! Or do I just conquer them myself?

Malachi Lemont
2013-10-25, 07:10 PM
The rules for naval combat remain in place. Are you all ready to write your orders for the first turn?

By the way, I haven't heard from DefKab in a while. Do you know if he's still playing? If not, his nation, Norlona, will become an NPC.

On that note, about NPC nations: They will not have "stats" for trade, military, or attributes like your nations do. They will act somewhat whimsically, sometimes offering you support, and sometimes demanding resources with the threat of war. But they will always operate in the background to the drama between the player nations.

Sabeki
2013-10-25, 07:40 PM
I'm going in guns blazing taking down Nation 14!!!

Lesser Naboo
2013-10-25, 09:49 PM
I'm ready, and have my starting turn planned out.
EDIT: Some comments-I'm still not sure how naval combat will work. Also, how will patriotism factor into it and the new land battle system?
Earlier, you said you would rework the health system. How is it going?
Also, thanks for all the time and effort you put into this Malachi. Sorry for my pestering.

AcerbicOrb
2013-10-26, 01:38 AM
I've got my turn planned out, but it'd be helpful if I could get a report on the armed forces of nations 11 and 12.

Pokonic
2013-10-26, 10:53 AM
Happiness: 9
Health: 14
Education: 18
Technology: 13
Patriotism: 18
Happiness: 3,4,2

Health:6,6,2

Education: 6,6,6

Tech:3, 6, 4

Patriotism: 6, 6, 6

Also, I have my turn planned, roughly.



On that note, about NPC nations: They will not have "stats" for trade, military, or attributes like your nations do. They will act somewhat whimsically, sometimes offering you support, and sometimes demanding resources with the threat of war. But they will always operate in the background to the drama between the player nations.

Wouldn't it be prudent to have some base stats to work off, even if they are lower then the player countries? It's hard to be a world conqueror without the statistics for, well, other parts of the world.

SquidOfSquids
2013-10-26, 07:25 PM
Can we get the rules all edited into the original post? It's a getting a bit cumbersome to have to go through the whole thread to find all the rules.

Also, regarding the npc-countries, can we sort of just declare our intentions and have them react accordingly? For example, can I propose things like mutual defense pacts and free-trade agreements, and have the npc-countries accept or decline?

Malachi Lemont
2013-10-26, 09:54 PM
SquidOfSquids - Yes, you can interact with the NPC's however you want. You don't have to wait for permission to declare an alliance. About the rules, I'm planning on starting a new thread in the IC forum. It will start with a post containing all the rules.

LesserNaboo - Here's a new version of the health system. Tell me what you think of it:

Highest vegetable consumption (per person) in the world: +1 per turn.
Highest % of healthcare workers in labor force: + 2 per turn.
Lowest % of healthcare workers in labor force: -1 per turn.
At war: -1
At war on home front: -2
At war with country with outbreak: -3 (once only)


Outbreaks are possible with a health stat of 9 or less. The chances increase as your stat gets lower. Outbreaks always last for 3 turns. You can't cure outbreaks once they begin, but you can reduce their effects by spending lots of money. Here's how it works:

Full Effect of Outbreak:
Less than $200,000 spent on healthcare per person: 1d4 % of population dies.

$200,000 - $500,000: Reduce outbreak by 10%.

$500,000 - $1,000,000: Reduce outbreak by 25%

$1 - 2 million: Reduce outbreak by 50%

$2 - 5 million: Reduce outbreak by 75%

Over $5 million: Reduce outbreak by 90%

Alexkubel
2013-10-27, 02:08 PM
just give me a link then also the Anduvar republic holds a grudge against nation 4.

SquidOfSquids
2013-10-27, 02:48 PM
the Anduvar republic holds a grudge against nation 4.

The Canessene Confederacy is concerned about the recent threats made by the Anduvar Republic against the sovereignty of the free people of Nation 4.

In the spirit of solidarity with our neighbours, the Canessene Confederacy hereby declare our opposition to any and all acts of imperialistic aggression against the free nations of the Canesian continent.

In addition, the Canessene Confederacy hereby proposes the creation of a Treaty of Mutual Defence among all free nations of Canesia to safeguard our continent against intruders. By combining our forces, we will present a strong, united front against those who would seek to impose their illegitimate will upon our freedom.

Sabeki
2013-10-27, 02:50 PM
The Siccol Peninsulate sympathizes with the Anduvar Republic, but requires Cannassene trade. They look hungrily towards Nation 14 in hopes of no longer needing to rely on trade.

Pokonic
2013-10-27, 03:46 PM
The Siccol Peninsulate sympathizes with the Anduvar Republic, but requires Cannassene trade. They look hungrily towards Nation 14 in hopes of no longer needing to rely on trade.

The Empire, while generally wishing to keep violance on it's northern border on minimums while looking to controlling the southern strait so that it may control trade there, would be interested with assisting any sort of public take over of the Republic if, in exchange, it gain assistance with warring with nations 16 and 17 for the sake of taking them over.

Lesser Naboo
2013-10-27, 04:03 PM
Okay:
1. I am fine with the new health system.
2. Should we get a OOC and IC thread?

Alexkubel
2013-10-27, 05:31 PM
Turn 1: election

do players wish to support any parties, tell me the name and they'll get a better chance at getting seats.

Sabeki
2013-10-27, 05:56 PM
I support the Traditionalists! Should help me later in game with war.

Pokonic
2013-10-27, 06:12 PM
The Empire fully supports the Liberalists, for reasons that are like, totally not selfish whatsoever.

Alexkubel
2013-10-28, 01:50 PM
random fact: the anduvar republic has had a total of 51 wars in it's 40 year history (not including it's war for independence) all of which involved Nation 4. though for the last 4 years there hasn't been any active conflicts...

another random fact: the condition: dwarfism (being abnormally short) is more common in the Anduvar republic then other places in the world.

fact 3: in one week war was declared on Nation 4, 19 times by the Anduvar republic, and it declared war on the Anduvar republic 20 times. 5 of those times in the same day. that's right most of the wars happened in one week

Malachi Lemont
2013-10-29, 06:33 PM
Now that the game has begun, we will continue on the IC thread here! (http://www.giantitp.com/forums/showthread.php?p=16316753#post16316753)

The deadline for turn 1 will be Friday November 1st, at 11:00 PM Eastern US Time. (3 AM Sat. UTC)

zabbarot
2013-10-30, 08:08 AM
should we have an OOC thread as well?

Alexkubel
2013-10-30, 01:30 PM
this will be the OOC thread, how about that?

Pokonic
2013-10-30, 03:11 PM
this will be the OOC thread, how about that?

No, it's pretty much site rules.

Malachi Lemont
2013-10-30, 10:02 PM
OC Thread here. (http://www.giantitp.com/forums/showthread.php?p=16325620#post16325620)

Alexkubel
2013-10-31, 05:03 PM
if someone loses their country, they can either claim an NPC country or turn into an angry terrorist group whose role is just to annoy everyone else. Their choice. Basically, as the GM, I'll find a way to keep everyone in the game and having fun.


I'm probably going to take nation 4 (if the inevitable war screws up) or take reign of the National socialists who are Terrorists turned politicians, so either way I have options.

Alexkubel
2013-11-09, 04:19 PM
okay, since the GM couldn't cope with the workload, would anyone complain if I made the Anduvar Republic into it's own setting? I am asking this as it would have vague mentions of the other nations at minimum and at greatest a detailed examination for those who want to go abroad.

Sabeki
2013-11-09, 05:21 PM
You can use the Siccol Peninssulate, yeah! That'll be fun to see. Its based off of India and a little bit of Arabia.