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scorpion
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Rules

Post by scorpion » 02:26:27 Friday, 19 August, 2016

Diplomatic Actions

-100 Push for government reforms in NPC nation (if succeeded gain more support globally towards ideology/aims plus increased relations with nation, if failed lose support, name what reforms are requested)

-NPC Diplomacy (Free, PM GM, use for instant diplomacy that you don’t want left to the RNG ((OPTIONAL))



Foreign/Economic Actions

-Send Aid to NPC Nation(-50c, will improve stability and perhaps economy of nation while also improving relations with nation, -300 will improve relations more, -500 will dramatically improve relations. Giving aid to a nation helps weaken rebels in said nation, or boost stability.

-Encourage foreign/domestic construction (Multiples of -50c. Name what industry/resource you are developing. If supremely successful, resource can become a bonus.)

-Impose Economic sanctions (20c, This action will decrease trade income of target nation where it concerns yours.)

-Impose embargo(-20c,Will stop any bonus going to the target country from your own.)

Domestic Actions

-Government reforms (Free, can spend money to make it more successful. Pretty much anything you want- change of government type, economic reforms, military reforms, etc., can boost popularity within homeland if successful, maybe weaken rebels)

-State terrorism (-50c,If successful weakens rebels and dissidents in nation.)

-Propaganda, (-50c, Not necessarily an entirely domestic action, but can be used to rile up support for a cause, war, or government.)

Covert Actions

(Note that if you do a covert action but don't get news of the results, but your treasury was effected, then assume it failed but wasn't caught. *note you have be sure to label actions as cover if you don't want them in the news*)

-Set up rebel movement in nation (-150c, If succeeded rebel movement appears in nation, if failed nation becomes enemy) Finding a real group or person to begin a rebel movment helps its success.

-Fund rebels/fund government to fight rebels (-50c, if succeeded rebels can increase or government decreases, or vice-versa, if failed nation becomes enemy or rebel becomes enemy)

-Influence rebels (-20c, If succeeded rebels become pro-your nation, ideology might change a bit)

-Frame foreign nation. (-30c, Describe how you go about it.)

-Coup government (-100c, If succeeded gain a new, loyal government in nation, if failed make nation your enemy)

-Assassination (-30c, International condemnation if found, if not then new leader rises with stability hit)

-Cyber Attack (-25c, Can be used to sabotage economic/military targets in a country, or expose classified materials.)

-UCAV Strike/UAV Recon(-25c, Can be used by a UAV capable nation to strike a single target almost completely undetected.Or Recon an area nearly undetected.)

-Deploy Stealth strategic bombing mission.(-30c, Can be used by a Stealth aircraft capable nation to launch stealth aircraft to bomb selected targets almost completley undetected. Can however hit multiple targets unlike a UCAV strike.

-Deploy Covert Special forces(-15c, Send a covert Special Ops team of your choice to carry out sensitive missions.)


Military Actions

-Deploy/withdraw army/navy (-1c credit from nation each deployed unit, good for preventing wars or fighting rebel groups, but generally . For fighting rebels, just tell me in your PM. On sea, just tell me the location where you deploy them)
Note: Units that are deployed overseas can find their path blocked/even get destroyed if confronted by an enemy navy unless guarded by a superior naval force.

-Deploy Special forces Team(-10c, Send a Special Ops team of your choice to carry out, or spearhead tough missions.)

-Buy another Land unit(-25c. Units go straight to the reserves, where they cost nothing to maintain but can only fight back if attacked)

-Buy another Air Unit(-30c. Units go straight to the reserves, where they cost nothing to maintain but can only fight back if attacked)

-Buy another Naval Unit(-50c, Naval units will take 3 turns to be constructed)

-Buy another Metal Gear Unit(-50c,Metal Gear Units will take 4 turns to be constructed) **Can be built in secret**

-Mobilize Reserve unit (-10c, takes one turn to do so. Takes reserve units and puts them on active duty.)

-Negotiate Private Military Corporation contract(-Variable cost, PMC companies can be used to reinforce military units, supress rebels, brace unstable government rule etc. player only pays initial contract cost, not upkeep)

-Strategic Bombing strike(-25c, Strategic targets are bombed in enemy nation.)

-JDAM/SCUD/Anti-Carrier/Strategic Missle strike(-10c, Sends a Missle strike to the targeted location. Can be interecpeted and shot down.

-Build Defenses (-100c, specify what sort of defenses and where you want them. Depending on the type of defense, may take several turns. Naval & Military bases are considered defensive structures.)

-Military Exercises (-50c, exercises designed to provide operational experience to troops with the lack of an active conflict. Can be used to practice 'phases' needed in future operations, to make units more effective.)

Additional Rules/Guide

-Deficit is 5.88%

-Nuclear Weapons are available for use under the two man system, and some sort of government approval. (This essentially prevents a player, from 'going omfg nukes!' without a valid cause determined by consulting congress, the Kremlin etc for example)

-Technology can be added to the tech tree upon player request and GM conformation. (Likely to happen as the game progresses)

-All Players will receive regular briefings by various advisers within their government each turn. This will allow players to make decisions based on consultation if chosen to do so. Advisers can of course be ignored.

-If a player does not send a turn in by the deadline, a bare bones turn will be made by an NPC second in command(vice president etc), in accordance with the players chosen policies.
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Metal Gear BoP-GM
1936 BoP-Nazi Germany
1971 BoP-France
Klash of Kings-King Stannis Baratheon

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scorpion
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Re: Rules

Post by scorpion » 22:06:58 Saturday, 20 August, 2016

Tech Tree 5000

-Each Level of the tech tree costs an additional 100c for each level. (Example: Level 1 costs 100c, Level 2 costs 200c,Level 3 costs 300c, and so on).
**Nation Specific Tech can be researched upon request**

-Nations begin at tech level 1, in some instances even if they do not posses the tech at all. This will require spending 100c to achieve the tech, regardless of already having level 1 listed in the stats. If you are not sure you have a specific Technology, Private message me asking.



-Ground Level Research. (Some technology will require the assistance of nations already advanced far enough in that area of Tech in order to proceed past level 1. (This will require direct research assistance, or sale of item being researched in order for the receiving nation to copy/reverse engineer. This is dependent upon player negotiation)


-Research Assistance. (Nations can assist other nations research technology at levels equal to, or lower than their own in a given area of technology. This will speed up research time. (Example: The US holds Level 3 in Ballistic Missile Sub technology. Germany is at Level 1. The United States can assist Germany in achieving level 2 & 3. However the US cannot assist in speeding up the process in researching level 4 because the US only possesses level 3.)


-Joint Technology Research.( Multiple nations can work together to research technology in a given tech tree. All nations must be at the same level within the chosen tree. Costs can be split in this case. )


*may add some more to this*

***All tech below is represented in the stats by Acronyms in the order of this list.***
========================Weaponry=================================
Small Arms (SA):
1.Various small arms, imported from foreign countries (No Arms production capability).
2.Licensed producer of certain foreign small-arms (Licensed to copy certain designs).
3.Original producer of modern small arms and heavy weapons.
4.Major producer of modern small arms and heavy weapons.



==========================Aircraft===============================
Close Air Support/Ground Attack Aircraft (CAS):
1.None, or Small aging Aircraft, limited in capability.
2.Moderate capability, non-retrofitted aircraft from the late Cold War. (Jaguar, AC-130, Alpha Jet)
3.High Capability, Retrofitted aircraft from the late Cold War.(A-10 Thunderbolt, Su-25, Harrier GR9)
4.Very High Capability, Top of the line Close Support Aircraft. (Xian JH-7,F-15 Strike Eagle)
5.


Strategic Bombing (SB):
1.None, or aging aircraft, limited in capability, early Cold War bombers. (Tu-16)
2.Moderate capability, non-retrofitted aircraft from the late Cold War. (Xian H-6, Vulcan)
3.High Capability, Retrofitted aircraft from the late Cold War. (Tu-160, B52, B1 Lancer)
4.Very High Capability, Top of the line Strategic bombing Aircraft. (B2 Spirit)
5.


Air Superiority Fighter (ASF):
1.None, or aging Aircraft, limited in capability,early Cold War AS fighters. (F4 Phantom, MiG-21, Mirage III)
2.Moderate capability, non-retrofitted aircraft from the late Cold War. (F-14 Tomcat, MiG-25)
3.High Capability, Retrofitted aircraft from the late Cold War. (F-15, MiG-29, Su-27)
4.Very High Capability, Top of the line Air superiority Aircraft. (F-22 Raptor, PAK FA)
5.


Multi-role Combat Aircraft (MCA):
1.None, or aging Aircraft, limited in capability,early Cold War Multi-Role aircraft. (F4 Phantom II)
2.Moderate capability, non-retrofitted aircraft from the late Cold War. (Tornado F3)
3.High Capability, Retrofitted aircraft from the late Cold War. (Su-35, F/A-18 Hornet, Mirage 2000)
4.Very High Capability, Top of the line Multi-Role Aircraft. (F-35 Lightning II, Chengdu J-10, Eurofighter Typhoon, Rafale)
5.


VTOL/VSTOL (VTOL):
1.None, or aging Aircraft, limited in capability,
2.High Capability, Retrofitted aircraft from the late Cold War. (AV-8B Harrier II, V-22 Osprey, Sea Harrier)
3.Very High Capability, Top of the line Multi-Role Aircraft. (F-35B)
4.

Rotary Winged Aircraft (RWA):
1.None, or aging Aircraft, limited in capability,early Cold War aircraft. (UH-1 Iroquois)
2.Moderate capability, non-retrofitted aircraft from the late Cold War. (OH-58 Kiowa,Mi-2)
3.High Capability, Retrofitted aircraft from the late Cold War. (AH-1 SuperCobra, Mi-24 Hind)
4.Very High Capability, Top of the line Rotary Aircraft. (AH-64 Apache, Ka-52, Mi-28, Z10)


Unmanned Combat Aerial Vehicle(UCAV):
1.None, or aging Aircraft, limited in capability.
2. High Capability,UAV capable ,Early Modern. (MQ-1 Predator)
3. Very High Capability, Top of the line UCAV. (MQ-9 Reaper)



====================Land Vehicles=============================

Main Battle Tank (MBT):
1. None, or aging, limited in capability,early Cold War Tanks. (T55, Centurion, M48 Patton)
2.Moderate capability, non-retrofitted armor from the late Cold War. (M60 Patton,Chieftain, T72)
3.High Capability, Retrofitted armor from the late Cold War,early modern. (T-80, Challenger II, M1A2, Leopard 2)
4.Very High Capability, Top of the line Tanks. (K2 Black Panther, T-14 Armata, Type 99)


Infantry Fighting Vehicles (IFV):
1.None, or aging, limited in capability,early Cold War IFV. (BRDM-2)
2.Moderate capability, non-retrofitted armor from the late Cold War. (BMP-1)
3.High Capability, Retrofitted armor from the late Cold War,early modern. (Marder 1, M2A3 Bradley, ASLAV)
4.Very High Capability, Top of the line IFV. (Schützenpanzer Puma, ZBD-97, Ares)


Armored Personnel Carriers (APC):
1.None, or aging, limited in capability,early Cold War APC. (M113, BTR-40)
2.Moderate capability, non-retrofitted armor from the late Cold War. (BTR-60)
3.High Capability, Retrofitted armor from the late Cold War,early modern. (BTR-80, LAV-25, Type-90)
4.Very High Capability, Top of the line APC. (Stryker, Freccia, Pandur)



Mine-Resistant Ambush Protected (MRAP):
1.None, or aging, limited in capability.
2.Very High Capability, Top of the line MRAP. (RG-33, Mowag Eagle, Mastiff/Cougar)



Armored Cars (AC):
1.None, or aging, limited in capability,early Cold War vehicle.
2.Moderate capability, non-retrofitted armor from the late Cold War. (Saladin, BRDM-2)
3.High Capability, Retrofitted armor from the late Cold War,early modern. (Humvee,)
4.Very High Capability, Top of the line Armored Car. (M1117 Armored Security Vehicle, GAZ Tigr, ZFB08)



Self Propelled Artillery (SPA):
1.None, or aging, limited in capability,early Cold War vehicle.
2.Moderate capability, non-retrofitted artillery from the late Cold War. (Bandkanon 1)
3.High Capability, Retrofitted armor from the late Cold War,early modern. (M270 MLRS, M109, TOS-1, PZ45)
4.Very High Capability, Top of the line Artillery. (HIMARS, AS-90, PzH 2000)Research:SA-2;



Self Propelled Anti-Aircraft Weapons (SPAA):
1.None, or aging, limited in capability,early Cold War vehicle.
2.Moderate capability, non-retrofitted AA Weapon from the late Cold War. (ZSU-23-4, Gepard)
3.High Capability, Retrofitted armor from the late Cold War,early modern. (AN Avenger, Tunguska, PGZ95)
4.Very High Capability, Top of the line AA Weapon. (THAAD, Stormer, S-400)



Stationary Artillery (SA):
1.None, or aging, limited in capability,early Cold War artillery.
2.Moderate capability, non-retrofitted artillery weapon from the late Cold War. (L118 light gun)
3.High Capability, Retrofitted armor from the late Cold War, early modern.
4.Very High Capability, top of the line artillery Weapon.


============================Naval Vessels===================================

Aircraft Carriers (ACC):
1.None, or aging, limited in capability.
2.Moderate capability, non-retrofitted from the late Cold War or ski jump only. (Illustrious-class, Cavour-class, Kiev-class)
3.High Capability, Retrofitted Carriers from the late Cold War, early modern. (Nimitz-class, Charles de Gaulle class, Kuznetsov-class)
4.Very High Capability, Top of the line Aircraft Carrier. (Gerald R. Ford class, Queen Elizabeth class, PA2 class)

Amphibious Assault Ships/Helicopter Carriers (AAS): *does not refer to amphibious landing craft*
1.None, or aging, limited in capability.
2.Moderate capability, non-retrofitted from the late Cold War (Iwo Jima-class, Moskva-class, Jeanne d’Arc).
3.High Capability, Amphibious Assault Ships from the late Cold War, early modern. (Wasp-class, Ocean-class, Tarawa-class)
4.Very High Capability, Top of the line Helicopter Carrier/Assault Ship. (America-class, Mistral-class, Hyūga-class)


Attack Submarines (AS):
1.None, or aging, limited in capability.
2.Moderate capability, non-retrofitted from the late Cold War. (Los Angeles class, Victor class, Swiftsure class)
3.High Capability, Retrofitted Subs from the late Cold War, early modern. (Seawolf class, Akula-class, Collins-class)
4.Very High Capability, Top of the line Subs. (Virginia-class, Sōryū-class, Astute-class)


Ballistic Missile Submarines (BMS):
1.None, or aging, limited in capability.
2.Moderate capability, non-retrofitted from the late Cold War.
3.High Capability, Retrofitted Subs from the late Cold War,early modern. (Ohio-class, Typhoon-class, Vanguard-class)
4.Very High Capability, Top of the line Subs. (Borei-class, Arihant-class, Type 094)


Cruisers/Frigate (CF):
1.None, or aging, limited in capability.
2.Moderate capability, non-retrofitted from the late Cold War. (Kara-class)
3.High Capability, Retrofitted Cruisers/Frigates from the late Cold War, early modern. (Ticonderoga class, Kirov-)
4.Very High Capability, Top of the line Cruisers or Frigates.(Jiangkai I-class)


Destroyers (D):
1.None, or aging, limited in capability.
2.Moderate capability, non-retrofitted from the late Cold War. (Spruance-class, County-class, Kashin-class)
3.High Capability, Retrofitted Destroyers from the late Cold War, early modern. (Sovremennyy, Arleigh Burke-class, Type 42)
4.Very High Capability, Top of the line Destroyers. (Lanzhou class, Daring class, Kongō-class)


Littoral Combat Ships (LCS):
1.None, or aging, limited in capability.
2.Very High Capability, Top of the line Littoral Ships. (Independence class, Freedom class)


Patrol Ships (PS):
1.None, or aging, limited in capability.
2.Moderate capability, non-retrofitted from the late Cold War (Osa-class, Dvora-class, Shanghai-class).
3.High Capability, Retrofitted patrol craft from the late Cold War, early modern. (Cyclone-class, Gepard-class, Floreal-class)
4.Very High Capability, Top of the line Patrol Ships. (River-class, Steregushchy-class, Type 22)

=========================Other====================================

Metal Gear Tech (MGT):
1.None, basic, limited to Moderate in capability. Early Cold War. (Shagohod tech, ZEKE, Peace Walker)
2.High Capability,Late Cold War Metal Gear Tech.(WalkerG, Sahelanthropus)
3.Very high Capability, Top of the line metal gear technology. (Arsenal Gear, Metal Gear RAY & REX,)
4.Highest Capability,Cutting Edge Metal Gear Technology.(GEKKO, Kerykeion-class vessel)


Cyber Capabilities (CC):
1.None, basic, limited to Moderate in capability. (Can steal small amount of credits, very little cyber defense)
2.High Capability,Experienced hackers or Cyber Division. (Additionally: Can steal large amount of credits, limited information, provides basic cyber defense)
3.Very high Capability, Top of the line tech hackers, or cyber division. (Additionally: Can steal classified information, can sabotage enemy infrastructure, provides excellent cyber defense)
4.Highest Capability,Cutting Edge tech, Gifted Hackers, Elite Cyber Division.(Additionally: Can infiltrate enemy defense networks, Metal Gear operating systems, provides nearly impenetrable cyber defense)


Space Exploration Capabilities (SEC):
1.None, basic rocketry, basic satellite launching capabilities.
2.Expanded rocketry, expanded satellite launching capabilities.
3.Modern Rocketry, human life sustaining spacecraft/space station capabilities. (capable of moon landings)
4.Advanced unmanned space exploration spacecraft, advanced Space Station capabilities.
5.Cutting edge, life-sustaining spacecraft (Capable of Human landing on Mars)


Nuclear Weapons (Listed Independently from tech in stats):
1.Level of 1 represents functioning tactical nuclear devices, massively increasing defense against conventional attack.
2.Level of 2 can effectively hinder successful conventional invasion.
3.Level of 3 represents a number of functioning offensive nuclear missiles, allowing offensive threat of nuclear attack.
4.Level of 4 represents functioning ICBMs.
5.Level of 5 represents a larger arsenal of ICBMs.
6.Level of 6 represents a massive arsenal of functioning long-range ICBMs, enabling the complete destruction of an opposing player's infrastructure,communication networks and governments capability to govern.
7.Level of 7 represents ICBMs equipped with MIRVs and deployed throughout the world on a sizable Ballistic missile fleet.
8.Level of 8 represents 21st century nuclear technology that allows for the creation of a 'Stealth' nuclear weapon that can be fired from a rail gun mounted on a Ship class, or a Metal Gear.

============================Specific or Previously Secret===================================

Nano-Machines:
1.1st Generation Nano-machines,administer Adrenalin, nutrients, sugar, neurotropics, and benzedrine.FOXDIE.
2.2.2nd Generation Nano-machines, still limited to very important tasks, can remotely hack devices and interact with basic computers & act as bandages to coagulate wounds.
3.(Secret)



Cybernetic augmentation: (Russia)
1.1st Generation, Surgical implants, increase cognitive functions.
2.2nd Generation, Neural implants, Brain computer interface,Cyberware.
3.3rd Generation, Mind uploading, Exocortex.



=====================

Land Doctrine Capabilities (LDC):
1.Newly formed or crumbling army. Equipment in disrepair. Guerrilla or Militia forces. Abilities in combat hit and miss. Questionable effectiveness of weapons tech. Dubious combat & logistics capabilities.
2.Cold War reminiscent, largely conscripted army. Highly dependent on numbers. Decent weapons tech in some areas, wanting in others. Decent Combat & Logistics Capabilities.
3.Approaching Modern. Mixed, professional &/or conscripted army. Excellent weapons technology, excellent combat & logistics capabilities.
4.Modern. Professional all-volunteer force. Superior weapons technology. Superior combat & logistics capabilities, capable of global deployment.

Air Force Doctrine Capabilities (ADC):
1.Absent Air Force. Capable of only small operations over short distances. Combat & logistics capabilities questionable.
2.Adjacent Reach. Air Force capable of operating effectively in the immediate area of its base and adjacent countries. Good combat & logistics Capabilities.
3.Regional Reach. Air Force capable of striking regional targets with precision, targets outside of region include more risk. Excellent combat & logistics capabilities. (Regional Air Bases)
4.Global Reach, Air Force is capable of striking targets with precision worldwide. Superior combat & logistics capabilities. (Numerous Air Bases worldwide)

Naval Doctrine Capabilities (NDC):
1.Coastal Naval force. No Naval doctrine outside of small river craft and coastal patrols.
2.Brown-water Navy, can operate in littoral zones, and inland without trouble. However cannot project power outside of littoral zone effectively.
3.Green-water Navy, can operate well in littoral zones, has the capability to operate in the open oceans of its surrounding region. Cannot, however, sustain operations far abroad without assistance.
4.Blue-water Navy, can exercise expeditionary power across Oceans and Seas. Power projection capable without assistance.
Image
Metal Gear BoP-GM
1936 BoP-Nazi Germany
1971 BoP-France
Klash of Kings-King Stannis Baratheon

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