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  1. #1

    Default World at War

    Playable Factions (subject to change)

    Each faction is controlled by one person who always maintains overall control. He or she may be joined by additional teammates but retains overall control. The tentative start date is 1935. The style of play is a national alliance format (thanks to cf and his outstanding work). We may open up more slots depending on several factors yet to be decided. It will be a historical start. Fair warning, some people will arbitrarily not be permitted to play or might be limited in their play.

    Japan:
    Germany:
    Italy:
    USSR:
    United States of America:
    United Kingdom and Commonwealth (India, Australia, New Zealand, Canada):
    France:
    China:
    Finland:
    Netherlands (Indonesia)

    Last edited by Pontifex Maximus; July 16, 2013 at 09:37 AM.

  2. #2

    Default Re: World at War

    World at War

    Rules credit to cfmonkey


    I've updated the spreadsheet from last game to compensate for several problems and to add in newer features that I think will help balance and improve overall gameplay.
    https://docs.google.com/spreadsheet/...HWXR6Q1E#gid=0. In order to use the Spreadsheet, I will need your email accounts.

    Index I. Economics
    II. Public Order
    III. Special Characters
    IV. Governmental Policies
    V. Governmental Leadership
    VI. The Army
    VII. The Navy
    VIII. The Air Force
    IX. Technology
    X. Espionage
    Economics in the Fifth version of National Alliances have developed since the inception of National Alliances. Your income is determined by your Economic State and Provincial Income.

    Economic States

    Your economic state is determined by a comparison between you income last turn, in terms of trade, taxation, provincial upgrades, and any events you might have experienced, and your current income. The ratio of difference determines your current economic state, which in turn entails production.

    Economic states modify your provincial income by the following amounts:

    Booming + 25%
    Expanding +10%
    Flat -0%
    Declining -10%
    Recession -25%

    These also impact the bonus given by your financial centers.

    Income is generated from three distinct sources.
    Provinces
    Provinces are major territorial possessions that your nation controls. It is up to you how the province is administered - it can be an independently administrated city, a state with its own congress and senate, or an province run with an iron fist by an Imperial Governor. Regardless of this choice, all Provinces produce an income (whether as tribute, taxes, or profits) that is added to your treasury at the start of each turn.

    Each province has an Economic level, representing either its people's prosperity or your control over its wealth. Each level generates $250,000 in income, and upgrading to the next level costs twice that province's expected turnly income (e.g. upgrading a Level 1 province costs $1,000,000). You may only upgrade a province one level per turn.

    Economic Assets
    Economic Assets are major Industrial, Agricultural, Financial, or Commercial sites that are built up within a province. All assets cost $500,000 to build. The amount of Economic Assets you can possess are strictly limited to your Province's economic levels. Each province can initially house only one economic asset. However, every third upgrade nets another development slot.

    Farms
    Major agricultural assets, farms are used both to grow the food necessary for civilization to thrive: corn, beans, rice, etc., and to raise cash crops that make life more enjoyable: coca, tobacco, tea, etc. Farms represent the industrial application of Agriculture - as opposed to subsistence agriculture (which only provides enough food to feed your own populace).

    A Farm generates 200,000 in income each turn, and can be destroyed by ground forces.
    Extraction
    Raw material extraction, mines represent everything from Iron Mines to Timber Logging to Cotton Growing - everything that could be used in manufacturing to produce a finished product.

    Mines generate 250,000 in income each turn, and cannot be destroyed except by the province's owner. Because of the widely unpopular nature of extraction, each mine built will cause a drop in Public Order. This can be avoided by building them in Colonies or uninhabited regions.
    Industrial Factories
    Major Industrial assets, factories take raw materials and turn them into finished goods. Industrial weapons such as tanks, planes, and artillery, may only be produced in provinces that have Factories. This gives Industrial centers a clear strategic value. The flip side of this is that their very construction and usage is highly controversial.

    Each factory constructed will cause a drop in Public Order, though this can be greatly mitigated by adopting a Socialist Economic Policy. Factories may be destroyed by aerial bombardment or by the province owner.
    Financial Centers
    Financial Centers, such as stock exchanges and investment banks, are integral to any modern economy. They provide the necessary venture capital to help grow your economy. As such, this is modeled in game.

    Each Financial Center, in addition to providing $75,000 each turn, further increases the effectiveness of your other Economic Assets. While on their own, they can be quite weak in comparison, when combined with Extraction and Industrial Centers, they can dramatically increase your provincial income.

    Commercial Centers
    Commercial Centers are anything that contribute to trade. These may be a network of consumer-oriented stores, or a massive port that can handle hundreds of thousands of tons of cargo each day, to railroad networks delivering freight from the farthest corners of your Nation.

    Like Financial Centers, each Commercial Center only brings in about $75,000 each turn. However, their mere presence greatly magnifies the amount income your nation generates through trade.

    Trade
    As mentioned above, you may assume as many trade routes as you want, but you become reliant on them. Not only for their income, but loss of a route means bad news for your economy. You make the most money on trade routes if you outnumber them in Agricultural, Industrial, Financial, Extraction, or Commercial Upgrades. If you have more than them, that means you are exporting, and the balance of trade is in your favor.
    This current edition of National Alliances institutes a new concept: Public Order.

    Public Order is a numerical rating between 1 and 100, and represents your country's satisfaction with your rule. People in groups are fickle, and improving or worsening Public Order can occur even when you do everything Right.
    Improving Public Order
    Gaining Public Order isn't as easy as losing it.

    Public Order, though, can be gained through a variety of methods. Often, winning a war, lowering taxes, presiding over an economic boom, possessing popular National Ideas, and enacting good policies can contribute to increased stability.

    The following occurrences increase your Public Order.

    Every time you win a (significant) Battle.
    Every time you win a war.
    Every time you sign a war with an armistice resulting in Status Quo.
    Every time you utilize a trait of one of your characters.
    Your national policies annually compound a bonus.
    Your national ideas annually compound a bonus.
    Your cultural centers annually compound a bonus.
    Your social welfare annually compound a bonus.
    Every time your nation experiences prosperity either through lower taxes or economic revival.

    You may be allowed to increase Public Order by making a serious financial investment into the well-being of your people. This make take the form of a tax rebate, a donation to a Common Public Trust, the construction of a National Monument, or anything else that you might be able to think of.

    Reducing Public Order
    Loosing Public Order is an easy thing to do, it occurs when you fail a Public Order roll (see "Effects of Public Order"), but can also happen throughout play. The following circumstances always incur a penalty to your Public Order.

    The following occurrences reduce your Public Order by 5.

    Every time you build a Factory or Mine.
    Every time you lose a (significant) Battle.
    Every time you make a declaration of War.
    Every time you lose a Special Character.
    Every time you make a policy switch.
    Every time you lose a province.
    Every time you lose an economic asset.

    The following occurrences reduce your Public Order by 10.

    When you lose a Leader.
    When you start a War of Aggression.
    When you enter into a War without a formal declaration.
    When you lose a War.

    Additionally, you can use "Public Order" to purchase National Ideas at 25 Public Order points.

    Effects of Public Order
    Each turn, a roll is performed automatically.

    Rioting: A period of Civil Unrest occurs when you fail a roll. Rioting is pretty mild, and simply results in a loss of Public Order in proportion to the size and scope of the rioting. This might be a small anti-war protest, to a major worker's strike.
    Revolt: Agitators in several provinces
    Special Characters are the actors through which you interact with the world. When you talk with one another, or with an NPC, you are speaking through the voice of an Ambassador, Diplomat, President, or King. When you fight a battle you are issuing orders through the mouth of a General. Special Characters are the actors on the screen, and everyone else is merely an Extra. The following are characters that are available for use in play.

    You are allowed a character for every two provinces that you control, in addition to your Head of State and Heir. Characters cost 100,000 with 100,000 upkeep. You start out with 5 possible characters, with another one per two provinces you own being added.
    Head of State and Head of Government
    Your Head of State is the leader of your nation, whether he is a Prime Minister, President, King, Emperor or Caliph. You must always have a Head of State, and if your HoS is ever killed or removed, you will suffer a public order loss. In Monarchies, the Head of State is replaced with another free character. In Republics, they will be replaced by either the head of government, or another minister of your choosing.

    Heads of both Government and State can function as either Generals or Diplomats, but be warned, they can be killed or assassinated in the line of duty. It is best to protect them in your own nation.
    Scientist
    Science is the key to progress. As such, Scientists within your country will continually generate Research Points that you can use to purchase technology, such as improved aircraft, or better industrial technology.
    Bureacrat
    Bureaucrats function as the administrators of provinces and the various agencies of government. They can help increase your nation's income through its policies and tax income by making the government more efficient.

    They are part of the Treasury Cabinet, and are lead by the Minister of the Treasury. His acumen determines their overall effectiveness.
    Diplomat
    Diplomats are useful in negotiations with NPC factions and armies. In such situations, your die roll gains a +5 bonus for each diplomat assigned to the task (with a maximum of +25). Further, your diplomats will also actively increase international support for your nation, increasing the income generated through trade and economic assets, much like the Isolationist policies do.

    They are part of the Foreign Ministry, and are lead by the Foreign Minister. His acumen determines their overall effectiveness.
    Agent
    Agents, spies, Federal Marshals, Commissars, or Secret Policemen are the first line of defense of your nation's clandestine integrity. They can be used to perform missions abroad, crack down on dissidents inside your country, or be used to counter-spy and diminish the possibility of espionage. By nature, agents are more effective in Authoritarian governments that restrict the rights of their citizens. Repression will be either heavily reduced in a democracy or banned altogether as being unconstitutional by nations possessing the Bill of Rights National Idea.

    They are lead by the Minister of Security. His acumen determines their overall effectiveness.
    General
    Generals are commanders of armies, fleets or airforces, and help coordinate and plan military campaigns (both defensive and offensive). Generals are unique in that they are rated by "stars". Generals begin play with one star, denoted after their name as such: Douglas MacArthur (*). Every time the general wins a battle, he has a 50% chance of gaining a star, and every time he loses a battle he has a 50% chance of losing a star. Generals can have a maximum of 5 stars. If a one-star general loses a battle and fails his roll to keep his star, he is considered lost (either killed or fired).

    One of your generals will become Chief of Staff, but instead of organizing doctrine and overall effectiveness, he will diminish the overall cost of upkeep on your army.

    Every nation needs a government, and every government needs policies and ideas to hold it together and to help it function.

    Many of the Domestic Policies that you enact will have a direct and indirect impact on the growth and development of your nation.
    Domestic Policies
    There are three categories that you can change for a cost of 5 Public Order.

    Governmental Policy: This slider represents how Democratic and Free, or how restricted and Authoritarian your government is. Democratic Governments have the ability to elect a new government, with new policies, every two turns. This necessarily implies either removing their Head of State and Heir. Authoritarian Governments have the ability to dramatically change the properties of a particular province, which allows them to quickly "assimilate" any foreign provinces, either through reeducation, deportation, or genocide.
    Foreign Policy: This slider represents how Isolationist and Peace-loving, or how Interventionist and Hawkish your government and people are. Isolationist countries suffer larger penalties in declaring and fighting wars. However, as a trade-off, a largely isolationist nation is viewed by foreign investors to be a very safe bet, and thus they tend to experience much higher amounts of financial investment and economic growth. By contrast, Interventionist Nations can quite easily weather a War of Aggression, but lack the reciprocating economic perks.
    Economic Policy: This slider represents either how Liberal and Business-friendly your Government acts, or how Socialist and Interventionist it will become when faced with social inequality. Nations that have embraced Market Liberalism are characterized by a high emphasis on productivity while remaining largely indifferent to class struggles, giving a boost in income to Factories, Mines, and Financial Centers. Socialist nations, by contrast, routinely crack-down on such behavior and as a bonus, the Public Order costs to building and improving new Factories and Mines are greatly reduced at the expense of Economic Efficiency.

    Democratic Elections

    Elections have been the usual mechanism by which modern representative democracy has operated since the 17th century. Elections fill offices in the legislature, sometimes in the executive and judiciary, and for regional and local government.

    Each elections affords you two times your Democratic slider state in free Policy changes. So a Nation that is only Partially Democratic can only change two policies per election, while a complete free democracy can change up to six policies for free each election.
    Authoritarian Governments

    Authoritarian Governments are known for their resilience, dogmatism, and brutality. Virtually all nations struggle with foreign and unassimilated populations and groups within their domain. However, only authoritarian nations are brutal enough to effect a change of this magnitude, whether through genocide, forced displacement, suppression, or mass indoctrination.
    National Ideas

    Military

    • Conscripts - Your nation now embraces conscription, where all able young men are drafted into the Army, thus requiring far less money spent in order to recruit them. Infantry cost 25% less.
    • Nationalism - Core regions garner increased loyalty and foreign provinces similar to your own will not count as being occupied or assimilated. Further, on Assimilated and Occupied Regions, you have the chance of making a claim that can increase that region's status one level (e.g. Occupied to Assimilated, Assimilated to National).
    • Battlefield Promotions - Creates an espirit d'corps within the Officer Corps. All Generals trained gain +2 Acumen each turn.
    • Military Drill - All units start out with +1 experience.


    Naval

    • Battleship Focus - Superbattleships, Battleships, and Battlecruisers cost -15% to produce and start with +2 experience.
    • Carrier Focus - Escort, Air Carriers, and Super Air Carriers cost -15% to produce and start with +2 experience.
    • Submarine Focus - Submarines cost -15% to produce, and start with +2 experience.
    • Ship Production Line - All ships take 2 less days to produce.


    Political

    • Bill of Rights - Annually increases public order.
    • State Press - Creates several pro-national state media agencies that will spin current events in favor of your government. Improves the efficiency of Entertainment Centers by 10%.
    • State Police - Allows Intelligence and Counter-Intelligence Operatives. Further, it increases Public Order slightly.
    • Bureaucracy - Increases Tax efficiency by 10%.


    Financial

    • National Bank - Improves Financial Centers and can stop Bank Failures.
    • National Trade Policy - 10% Bonus to Commercial Centers and Trade
    • Neoclassical Economics - 10% Bonus to Industrial Centers.
    • Agricultural Revolution - 10% Bonus to Agricultural Centers


    Cultural

    • Humanistic Tolerance - Assimilated and Occupied Regions have increased loyalty.
    • Establishmentarianism - Establishes your religion or religious ideology as a national institution (e.g. Church of England, Catholic Church, German Landkirchen, Soviet State Atheism). Improves Loyalty in Core regions, but lowers it that of Assimilated and Occupied Regions.
    • Positivism - Imposes scientific rigor on all major aspects of society and encourages Empiricism and Rationalism, both within and without Academia. Increases Research Point production by 30%.
    • Patron of Arts - Allows your government to fund art projects that increase stability and national solidarity within your nation. Improves the effectiveness of Entertainment Centers.






    Buildings


    University: Adds +25 research points to your pool, which is also modified by the number of researchers and by your nation's educational level. Costs 2,000,000 to establish and 1,000,000 to maintain each year.

    Military College: Increases skill of one military leader recruited per turn by +4 (may stack with Battlefield Promotions, which grants +2). Costs 500,000 to establish and 250,000 to maintain.

    Entertainment Center: Costs 1,000,000 to establish and 500,000 to maintain. Each turn, generates increased public order relative to the number of provinces you have. This is in turn modified by Patronage of the Arts and State Press.


    Policies


    Healthcare: Supplies your nation with free or subsidized healthcare for increased Public Order. Costs are calculated by level, as well as by the size of your nation and the number of extraction and industrial centers you possess.

    Social Welfare: Supplies state pensions, unemployment insurance, and low income rent to your citizens for increased Public Order. Costs are calculated by level, as well as by the size of your nation and the number of extraction and industrial centers you possess.

    Public Education: Funds public schooling of various levels to your citizens and their children in exchange for moderate Public Order. It also benefits Universities by supplying a fresh crop of undergraduates and graduates to facilitate expansion of your nation's expertise and knowledge base. Costs are calculated by level.

    Other Social Policies: Anything you can Roleplay or think of, be it a Fiscal Stimulus, change in Monetary Policy, et cetera.



    Infantry

    The Infantry is the backbone of any army, and they are absolutely necessary for capturing or defending a province.

    Militia - Division - Between 10,000 and 30,000 soldiers - A poorly-trained and equipped group used to fill gaps in lines and quickly defend a province. - 1 Day - 250,000
    Regular - Division - Between 10,000 and 30,000 soldiers - The backbone of any army. Regular Infantry are suited for just about any job. - 3 Days - 350,000
    Veteran - Division - Between 10,000 and 30,000 soldiers - The elite of any army. These troops are well-trained and equipped and can participate in a number of select missions, such as Amphibious Assaults, Airborne Assaults, and Mountain-Combat - 450,000
    Cavalry - Division - Between 10,000 and 30,000 soldiers - Cavalry are often thought to be archaic in a modern army, yet they often play a vital role, being a cheap alternative to tanks. 500,000
    Motorized - Division - Between 10,000 and 30,000 soldiers - A modern step up from cavalry. They move far faster and can keep up with Mechanized and Armored elements in supporting roles. - 750,000
    Mechanized - Division - Between 10,000 and 30,000 soldiers - Combining track-drawn armor with wheel-based steering, Mechanized divisions show themselves as being more than capable to stand up to enemy fire, especially in urban environments. - 1,000,000
    Air Cavalry - Division - Between 10,000 and 30,000 soldiers - Mounted in air transports, Air Cavalry Divisions can rapidly ferry troops and move them behind enemy lines and support them with gunfire. Further, they ignore bad terrain. They are classic paratrooper divisions - 1,200,000
    Artillery

    Pulled Guns - Lighter artillery designed primarily for anti-tank and anti-air capabilities. Ex. 8.8 cm Flak - 600,000
    Field Guns - Larger field artillery designed primarily to bombard enemy troop placements and fortifications. Field Artillery is a stop-gap between the smaller pulled guns and the larger caliber Howitzers. - 800,000
    Howitzers - Larger caliber weapons designed to decimate fortifications. Its has a limited effect against most other types of targets. - 800,000
    Support

    Engineer - Engineers can lay mines, clear mines, lay bridges, and conduct demolition work in conjunction with the regular infantry. 250,000
    Armored Car - A brigade of armored cars and lighter vehicles that would otherwise be classified as light tanks. They give added bonuses to Infantry units to which they are attached. 500,000
    Artillery - An artillery brigade attached to an infantry unit. - 300,000
    Anti-Tank - An anti-tank brigade attached to an infantry unit - 300,000
    Anti-Air - An anti-air brigade attached to an infantry unit - 300,000
    Special Forces - A brigade of elite soldiers designed to carry out difficult missions and interact directly with local populations. Can be used to stop insurgencies. - 500,000
    Armor

    Self-Propelled Artillery - Artillery that has been given an armored chassis and full mobility to keep up with a blitzkrieg movement - 1,500,000
    Light Armor - Fast, lightly armed, and lightly armored tanks that are useful for reconnaissance, harassment, and rearguard patrols. Though largely outmatched against other tanks, they are still highly effective against infantry and artillery. - 1,000,000
    Medium Armor - As workhorse of any army, the Medium Tank possesses equally sufficient levels and quality of armor and armament. In large numbers, supported by highly mobile infantry and artillery, they can be devastating. - 1,500,000
    Heavy Armor - Exceptional units, though impractical on a large scale, designed to assist in force concentration and breakthrough. - 2,000,000

    Capital Ships

    Capital ships represent the core of any navy.

    Super Battleship - Armed with some of the largest guns yet developed, the Super battleship is intended to dominant any naval engagement Capital ship insufficiency. - 2 Weeks - 1,500,000
    Super Air Carrier - As the largest aircraft carrier yet available, the Super Air Carrier is the most efficient and cost-effective air carrier. - 3 Aircraft Wings - 2 Weeks - 1,000,000
    Battleship - The core of any modern fleet. The Battleship is essential for dominating naval engagements and providing artillery support for amphibious operations. - 1 Weeks - 1,000,000
    Battlecruiser - Smaller than a Battleship, yet larger than a Heavy Cruiser, the Battlecruiser is intended as a stop-gap between the two. Ideally, it will outshoot any smaller craft, and outrun any larger foes. - 1 Weeks - 750,000
    Aircraft Carrier - The air carrier is the newest innovation in Naval Combat, as it allows for Naval Aviation to take place at sea. - 2 Aircraft Wings - 1 week -800,000
    Escorts

    Heavy Cruiser - Nicknamed "the Poor Man's Battleship," heavy cruisers are a quick and cheap alternative to building Battleships. Further, their increased speed allows them to patrol the oceans and hunt down enemy trade ships and escorts. - 1 Week - 600,000
    Light Cruiser - Smaller than the heavy cruiser, the Light Cruiser is often devoted towards patrols and anti-submarine warfare. - 1 Week - 500,000
    Escort Carrier - Escort Carriers are a stop-gap for providing aerial support in favor of naval units - 1 Aircraft Wing - 1 Week - 500,000
    Support Craft

    Frigate - Can lay mines, sweep mines, fire weaponry, fire torpedoes, and drop depth charges - 6 Days - 350,000
    Destroyer - Can lay mines, sweep mines, fire torpedoes, and drop depth charges - 4 Days - 250,000
    Corvette - Can lay mines, sweep mines, and drop depth charges - Littoral Craft - 2 Days - 125,000
    Submersibles

    Large Submarine - Larger submarines are useful for long range engagements, but are impractical on a larger scale, unless one has a sufficiently strong economy. - 1 Week - 500,000
    Medium Submarine - The standard submarine. - 1 Week - 350,000
    Midget Submarine - A smaller submarine, impractical for longer offensives, but able to inflitrate the littoral zones of combat zones - Littoral Craft - 4 Days - 250,000

    Single-Engine Aircraft


    Fighters - Can engage other aircraft, either as interceptors or escorts. - 4 Days - 500,000
    Close-Air Support - May only target ground forces. - 4 Days - 600,000
    Multi-Engine Aircraft

    Tactical Bombers - A compliment of medium bombers. They do significant damage to ground forces and Economic Assets. - 4 Days - 1,000,000
    Strategic Bombers - A compliment of heavy bombers. Does double the damage of Tactical Bombers, but cannot engage ground forces. - 4 Days - 1,000,000
    Transports - Necessary for Airborne assault missions. These aircraft are unarmed and can fit one veteran division - 4 Days - 500,000

    Defenses
    Local Defenses

    Trenches - Free, but impermanent. Trenches may destroy farmland and agricultural buildings.
    Mine Field - $1000 per kilometer.
    Anti-Aircraft Guns - Interlocking systems of flak weaponry allow for aerial defenses - $100,000 For each of 10 Levels
    Regional Defenses - Interlocking systems of bunkers, trenches, and artillery emplacements have allowed these regions to become fortified. - $100,000 For each of 10 Levels
    Regional Defenses

    Fortress - A massive complex of concrete bunkers that can allow nations to garrison their armies in relative safety and security. - 2 Weeks - 500,000
    Naval Base - An intricate complex of fortified shipyards and bunkers that allow ones fleet to avoid aerial bombardment - 2 Weeks - 500,000
    Coastal Batteries - A number of massive guns that can ward off enemy capital ships. They can further be turned inland to engage enemy combatants, but their effectiveness is limited to their line of sight.

    Civilian Technology

    Each category improves the efficiency of each Economic Asset by 5%. There are Five Categories.

    Agricultural Technology - Benefits Agricultural Centers
    Industrial Technology - Benefits Industrial Centers
    Communications Technology - Benefits Financial Institutions

    • Tier 1 - Motion Pictures - Cultural Centers become 5% more efficient.
    • Tier 2 - Amplitude Modulation Radio - Cultural Centers become 5% more efficient.
    • Tier 3 - Talkies - Cultural Centers become 5% more efficient.
    • Tier 4 - Frequency Modulation Radio - Cultural Centers become 5% more efficient.
    • Tier 5 - Television - Cultural Centers become 5% more efficient with each advancement.
    • And so on...


    Extraction Technology - Benefits Extraction Operations
    Consumer Technology - Benefits Commercial Centers

    Military Technology


    Each technology, from tiers 1-5, costs 50 Research Points. After 5, the cost doubles every 5 techs to keep up with the increasing degree of sophistication. Thus, Heavy Armor and Intercontinental Bombers will cost 100 Tech points.

    Motorization - Unlocks and improves ground units.

    • Tech Level 1 - Motorized Division
    • Tech Level 2 - Tankette
    • Tech Level 3 - Armored Car/Light Tank
    • Tech Level 4 - Medium Tank/Mechanized Division
    • Tech Level 5 - Self-Propelled Artillery/Heavy Armor
    • Tech Level 6 - Early Main Battle Tank
    • Tech Level 7 - Armored Personnel Carrier
    • Tech Level 8 - Improved Main Battle Tank
    • And so on...



    Aircraft - Unlocks and improves aircraft units

    • Tech Level 1 - Fighter
    • Tech Level 2 - Tactical Bomber
    • Tech Level 3 - Close-Air Support
    • Tech Level 4 - Strategic Bomber/Transport
    • Tech Level 5 - First Generation Jet Fighter (requires Rocket Level 6) - Fighter becomes obsolete
    • Tech Level 6 - Intercontinental Bomber - Strategic/Tactical Bomber obsolete
    • Tech Level 7 - Second Generation Fighter - Replaces Fighter; First Generation Jet-Fighter becomes obsolete (requires Rocket level 8)


    Infantry - Unlocks and improves infantry units



    Artillery - Unlocks and improves artillery

    • Tech Level 1 - Field Gun
    • Tech Level 2 - Howitzer
    • Tech Level 3 - Anti-Aircraft/Anti-Tank weaponry
    • Tech Level 4 - Self-propelled artillery (requires Motorization 5)
    • Tech Level 5 - Rocket Artillery (requires Rocketry 6)


    Navy - Unlocks and improves naval ships.

    • Tech Level 1 - Heavy Cruiser
    • Tech Level 2 - Large Submarine
    • Tech Level 3 - Super Battleship
    • Tech Level 4 - True Battleship - Replaces Battleship
    • Tech Level 5 - Super Aircraft Carrier



    Advanced Technology

    Nuclear Technology Nuclear Technology represents the pinnacle of human scientific achievement and the nauseating depths to which it can allow us. Nuclear technology can be used to create new power stations that dramatically improve development, or be used as offensive weapons through which to destroy nations.

    Naturally, such advances in technology require substantial investments in research, money, and manpower.

    Tech Level 1-2: Atomic Research
    Tech Level 3-4: Nuclear Research

    Espionage and Counter Espionage

    In the modern era, espionage took a far more important role than in most other conflicts. Entire shadow wars were waged by spies and spying agencies, either on other countries, or upon your own.

    Spies can perform several missions in this game. Additional spies attached to this, either through your own or allied nations, improves the chance by 10%.

    • Intelligence Gathering - Base 50% chance. - Reveals basic information, such as troop deployments, enemy spies, and previous espionage missions.
    • Steal Technology - Base 40% chance - Reveals a technology to you.
    • Assassinate - Base 30% chance -
    • Perform coup d'etat - Base 25% chance - Completely alters an NPC government to align towards your nation.
    • Incite Revolt - Base 25% chance - Arms rebels or insurgents to armed conflict against their government. You must supply any arms or weapons necessary.
    • Counter-spy - Base 25% chance - Infiltrates the nation's national defense agency in an attempt to flush out spies in your nation.


    Counter espionage occurs through the establishment of governmental agencies, such as the Federal Bureau of Investigation and Central Intelligence Agency, for the United States, KGB or NKVD for the USSR, or Gestapo for the Nazi Regime. Their counter-espionage percentage is simply subtracted from the percentage.

    Last edited by Pontifex Maximus; July 16, 2013 at 10:24 AM.

  3. #3
    Watercress's Avatar Praeses
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    Default Re: World at War

    I know Major Darling would kill me if I take the UK, so may I have France instead? Vive la Fronte Populare!

    "Only Connect!...Only connect the prose and the passion, and both will be exalted, and human love will be seen at its height. Live in fragments no longer."

  4. #4
    René Artois's Avatar Dux Limitis
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    Default Re: World at War

    Give Major France.
    Bitter is the wind tonight,
    it stirs up the white-waved sea.
    I do not fear the coursing of the Irish sea
    by the fierce warriors of Lothlind.

  5. #5

    Default Re: World at War

    Major may only play as France

  6. #6
    Watercress's Avatar Praeses
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    Default Re: World at War

    Quote Originally Posted by Pontifex Maximus View Post
    Major may only play as France
    Well, that was just a joke, and indeed I would prefer to play as France If that's a concrete decision though, I will indeed take the UK.

    "Only Connect!...Only connect the prose and the passion, and both will be exalted, and human love will be seen at its height. Live in fragments no longer."

  7. #7
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: World at War

    Grant me Germany please!

    Always find the Germany's military structure to be interesting at this time.
    Last edited by Lucius Malfoy; July 14, 2013 at 06:39 PM.
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  8. #8

    Default Re: World at War

    Quote Originally Posted by Pontifex Maximus View Post
    Fair warning, some people will arbitrarily not be permitted to play or might be limited in their play.
    By far the best rule in any game ever created on this forum.

    I, while I usually go with with Italians as I have played them thrice before, will go for the USSR this time around if I can.

  9. #9

    Default Re: World at War

    So in

    Also Ponti I swear to God if you make me play France

  10. #10

    Default Re: World at War

    Major may only play as France

  11. #11
    Poach's Avatar Civitate
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    Default Re: World at War

    I'll play as France and do the ez-mode HoI3 strategy of extending the Maginot Line to the English Channel. Good luck in that Blitzkrieg, Germany!

    (not really, but that strategy has prematurely ended many a German ambition in HoI3 multiplayer games!)

  12. #12
    Ace_General's Avatar Praeses
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    Default Re: World at War

    I call the Sovietski Soyuz

    You want someone to give flavor to the Soviet Union, Ill leave everyone with an overwhelming taste of Borcht, Poateo moonshine vodka, and the smell of corrosive soviet gunpowder. I mean, I speak russian, I read the book soviet Airland battle tatics in 7th grde and have applied its philsopies in wrestling and martial arts, I have a authentic soviet Generals hat sitting on my dresser and a klashnikov in a drawer under my bed. I got this.

    Im thinking instead of just doing the same old same old stalinist russo-facist neo-Imperialist thing, Stalin keels over right in the middle of the purge, then you have the Stalinist State Apparat and NKVD square off against the more Trotskyite army. I would like to end the purges and take the Soviet Union in the Trotskyite direction and bring back the doctrine of Permeant revolution.

    Though if I cant do my revisionist Soviet Union, I would rather like to create a right wing military dominated rabidly anti-communist Monarchist Germany. Have the Kaisar die and hitler unleash a major program against the catholics some unrest against the Nazis and have a guy like von Stuaffenberg go aganist the Nazi Party with the support of Pilsduski and the Poles.
    Last edited by Ace_General; July 14, 2013 at 08:39 PM.
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  13. #13
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: World at War

    Quote Originally Posted by Ace_General View Post
    I call the Sovietski Soyuz

    You want someone to give flavor to the Soviet Union, Ill leave everyone with an overwhelming taste of Borcht, Poateo moonshine vodka, and the smell of corrosive soviet gunpowder. I mean, I speak russian, I read the book soviet Airland battle tatics in 7th grde and have applied its philsopies in wrestling and martial arts, I have a authentic soviet Generals hat sitting on my dresser and a klashnikov in a drawer under my bed. I got this.

    Im thinking instead of just doing the same old same old stalinist russo-facist neo-Imperialist thing, Stalin keels over right in the middle of the purge, then you have the Stalinist State Apparat and NKVD square off against the more Trotskyite army. I would like to end the purges and take the Soviet Union in the Trotskyite direction and bring back the doctrine of Permeant revolution.

    Though if I cant do my revisionist Soviet Union, I would rather like to create a right wing military dominated rabidly anti-communist Monarchist Germany. Have the Kaisar die and hitler unleash a major program against the catholics some unrest against the Nazis and have a guy like von Stuaffenberg go aganist the Nazi Party with the support of Pilsduski and the Poles.
    Last I heard, I believe Ponti plans to make politics utterly pointless in this game.
    Last edited by Lucius Malfoy; July 14, 2013 at 11:43 PM.
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  14. #14
    Ace_General's Avatar Praeses
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    Default Re: World at War

    Quote Originally Posted by Lucius Malfoy View Post
    Last I heard, I believe Ponti plans to make politics utterly pointless in this game.
    I want in on the planning of this game,

    and if your gonna do it like that, then why have the start date in the 1930's, I mean, what is this gonna be interractive history on rails?

    I want to acutally play an intelligent and unpredictable and strong Bolshevik Russia. I want to create a military doctrine based on the writings of Frunze, Tukhachevsky, and Triandafillov with the concepts of Deep battle, mass, shock, rapid concentration of forces, and specializing in large scale operations attacking and defending from multiple axises across fluid fronts.

    Just let me do this, I will make the game so much more interesting and add more flavor then anyone here could to Russia
    Low speed, High Drag

  15. #15
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: World at War

    Quote Originally Posted by Ace_General View Post
    I want in on the planning of this game,

    and if your gonna do it like that, then why have the start date in the 1930's, I mean, what is this gonna be interractive history on rails?

    I want to acutally play an intelligent and unpredictable and strong Bolshevik Russia. I want to create a military doctrine based on the writings of Frunze, Tukhachevsky, and Triandafillov with the concepts of Deep battle, mass, shock, rapid concentration of forces, and specializing in large scale operations attacking and defending from multiple axises across fluid fronts.

    Just let me do this, I will make the game so much more interesting and add more flavor then anyone here could to Russia
    Ace, I am not in the planning of any of this. Its all Ponti who is doing this by himself really. He has mentioned it a few times to the people of the Shed Team. Outside of that, he has been doing it all on his own.

    A suggestion: let Ponti do what he wants by himself. If he wants help, he will ask. Then we will offer our hand in this creation. But Ponti is pretty good at handling these sort of rps by himself.

    I can't make the decision, Ponti will. So we gotta see who will get what now, since he got rid of the original claims and changed it.

    Quote Originally Posted by Celsius View Post
    I, while I usually go with with Italians as I have played them thrice before, will go for the USSR this time around if I can.
    A final note to you, Ace, you may have to compete with Cels for USSR it seems. So we will see who Ponti chooses to be Russia in the end.
    Last edited by Lucius Malfoy; July 15, 2013 at 01:48 AM.
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  16. #16
    René Artois's Avatar Dux Limitis
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    Default Re: World at War

    Quote Originally Posted by Ace_General View Post
    I want in on the planning of this game,

    and if your gonna do it like that, then why have the start date in the 1930's, I mean, what is this gonna be interractive history on rails?

    I want to acutally play an intelligent and unpredictable and strong Bolshevik Russia. I want to create a military doctrine based on the writings of Frunze, Tukhachevsky, and Triandafillov with the concepts of Deep battle, mass, shock, rapid concentration of forces, and specializing in large scale operations attacking and defending from multiple axises across fluid fronts.

    Just let me do this, I will make the game so much more interesting and add more flavor then anyone here could to Russia
    You're interested in Eastern Europe, we get it, okay?

    And on the subject of India, there's a good documentary called "It Ain't Half Hot Mum" that tells you everything.
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  17. #17
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: World at War

    Quote Originally Posted by René Artois View Post
    You're interested in Eastern Europe, we get it, okay?
    Finally someone said that! Thank you, Rene.
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  18. #18
    irontaino's Avatar Protector Domesticus
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    Default Re: World at War

    Would I be able to pick a minor nation? I've only dabbled in NA type games so I wanna minimize my risk of warring with more seasoned players, at least at the start
    Last edited by irontaino; July 14, 2013 at 11:49 PM.
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  19. #19
    m_1512's Avatar Quomodo vales?
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    Default Re: World at War

    Will the commonwealth be playable?


  20. #20

    Default Re: World at War

    May I be the Aussies mate? If not them, then I'll be the japs.

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