Debt interest, at least to begin with, is paid at a rate of 5% - this may increase due to war conditions or economic distress. The maximum loan available per turn is equal to your Economy stat, as is the maximum repayment on the deficit per turn. The total debt any nation can take on is equal to 15x their Economy stat - so for example, a nation with Economy 300 has a debt ceiling of 4500 and may take a loan of up to 300 credits per turn. After this point, creditors will be unwilling to lend your country any more money, at least not at reasonable interest rates. Players may loan one another credits via diplomacy credit transfers in the same way as any other diplomatic agreement, under whatever terms players can agree on - but beware, as there is no game mechanic enforcing the repayment of player-to-player loans, so it is a valid option to refuse to repay, or not to send the credits required by the loan.
Units in reserve cost halved upkeep, so 5 credits of maintenance per turn instead of 10 credits. The number of units that can be constructed simultaneously in your nation is limited by your training, industrial and shipyard capacity - represented, for simplicity, by the number of your Capability technology level. So if you have Army Capability 3, you can build 3 new Army units simultaneously.
Some notes from the GM:
- I know most people do this anyway, but please specify which named action you are using in your turn PMs, alongside listing the credits spent for the action, and subsequently tallying up your total spending for the turn at the end. Send your turns only as replies to the credits PM. This will make turn processing a lot quicker, which is a good thing for everybody, right?
- I enjoy detailed turns. Well-thought out plans with historical evidence and justification (and knowledge of your own nation’s strengths and weaknesses) are more likely to succeed than simple “do this” orders. I’m not expecting anyone to become an expert, but having basic knowledge will be appreciated - though I will be available to act as an in-character government advisor by PM on request. There will be small roleplaying bonuses for activity and writing outside of turns, though there will be no penalties for not doing so (barring the IC consequences of failing to respond to diplomatic situations your nation would be involved in).
- This is intended as a role-playing game, rather than as a min-maxing exercise. I take the same policy as Luc in his 1800 game: while history is not a straitjacket, and I will be permitting any action, however unwise, to be taken; choosing gamey, unrealistic actions will have realistically undesirable consequences. For example, Stalin could ‘just not do the purges’, but there would be consequences for failing to do so.
- Similarly, the internal politics of your nation matter. Democracies will be limited by their actions having to be supported by their legislative branch, at least during peacetime - so massive re-armament spending or overwhelming economic investments may be rejected. Other types of government will be less limited, but still influenced by the different interests and power-bases within the nation.
- The starting Debt ratings have been set to represent the continuing economic effects of the Great Depression, and to prevent immediate re-armament - we have hindsight as players and know a war is coming, but the situation was a lot less clear at the time. It’s more advisable in this game than in a normal BoP to pay off a portion of these debts each turn.
Diplomatic, Economic and Political Actions
— Negotiate with NPC [-0 credits minimum, but can be added to sweeten the pot in increments of -10. Propose an arrangement in your turn PM (or in a diplomatic PM) with NPC individuals, factions, groups, nations, groups of nations, etc.]
-Enact Government Policy (-25 minimum: Enact reforms within your nation or territories under your control. Give details of what you want to do and how it will be implemented. Can increase your popularity, defuse conflicts, improve your economy, or other roleplaying effects.)
-Diplomatic Pressure [-25 credits. Put pressure on another nation to do what you want them to do, using diplomatic soft power - such as internal reforms, signing an international treaty, or becoming less friendly to another nation. If successful, may improve relations with target nation, increasing ties, influencing them towards your goals or ideology, and potentially drawing them into your sphere of influence.]
— Send International Aid [-20 credits minimum. Specify type of aid and its intentions. Can have a number of effects, from improving stability, bolstering military forces, assisting economy, improving relations with target, and so on. As with aid to players, whether it is secret or public must be stated. Example: Lend-Lease.]
-Financial Subsidies [To make giving long-term aid simpler, a player can gift a credit bonus to another player nation. The giving nation gets the subsidy as a malus to their credit income, while the receiving nation gains the same amount as a credit bonus. The subsidising nation may alter or cancel this arrangement at any time.]
— Economic Investment [-50 credit increments (e.g. 50, 100, 150, 200, etc.). Give details of what investments or trade agreement you make, with evidence for plausibility. May increase your nation’s economy or trade income, or that of another friendly nation that is targeted. If not mentioned in the news, the action failed.]
-Impose Sanctions/Trade Embargo [-40 credits. Cuts off trade between your nation and the target nation. This may reduce their trade income, but be careful - this action can also reduce your own trade income. Trade agreements with other nations can sometimes be used to fill the resulting trade income gaps, by replacing the lost trade with their own.]
— Influence public opinion [-25 credits. Make use of a variety of methods, including statements, propaganda, the rumour mill, the media, etc., to influence the opinion of the public; of your nation or another nation. Can be done secretly.]
-Annex Territory [-100: Annex territory directly into your nation, taking full control over it. Only available if territory annexed is militarily controlled and the controlling power is unable to mount effective resistance. Only available in non-occupied territory if the coup action is used and is successful. If successful will add bonus to economy stat. Example: German annexation of Austria]
-Create Puppet State [-100 credits: Only available for a militarily defeated enemy, will create a loyal regime in the determined territorial boundaries post-war. Will provide an increase in allied trade. Example: Vichy France]
-Liberate Nation [-25 credits: Release territories or colonies that you occupy as a free nation. This nation may or may not be friendly to you, depending on the opinion of the population. Example: Liberation of Western Europe, independence of India]
-Annex Colony [-50 credits: Only available when there is a successful capture of an enemy colony. Must be militarily defeated, will transfer colonial control to the victorious occupying army and will provide a bonus to colonial trade for the new owner.]
-Plunder Resources [-50: Only available if territory is militarily controlled by you and unable to mount effective resistance. Transfers or creates a resource bonus to you, at the expense of the economy of wherever you’re plundering, as well as your popularity there. Examples: Oil, Forced Labour.]
Players may also send credits to each other secretly or publicly as a means of funding. Mention in your turn whether you intend for your funding to be private, or public. If you do not specify, it will be public.
(If not mentioned in the news, the action failed but was not discovered.)
-Espionage [-50 credits. A combination of sending spies, intercepting communications, applying the right bribes and all other areas of spycraft (specify your plans and methods), the Espionage action aims to gain information about the target for your own advantage. May require multiple actions to take effect.
— Deception [-30 credits. This action is used to deceive enemy intelligence services and military planners into believing something that is untrue - such as misdirection about your military plans. Specify your methods and what you want the enemy to believe. Can also be used to frame a nation or an individual for either an invented action, or an existing action - including one of your own.]
-Encryption/Decryption [-25 credits. Use this action to either strengthen your own secret codes or attempt to break those of your enemies. As you will only rarely know for sure if your enemy has cracked your codes, you will have to guess based on their actions. May require multiple actions to take effect. Used in combination with Espionage or Deception.]
— Establish Rebel or Resistance Movement [-75 credits. Specify name and ideological goals at minimum. Details on sources of support preferred. If successful, a rebel or resistance movement will appear in the target nation.]
— Influence Rebel or Resistance Movement towards ideology [-30 credits. If successful, rebel movement will favour you as a patron, and may adopt your ideology.]
-Fund Rebels or Resistance [Multiples of -20 credits. Provide supplies and assistance to a rebel movement. If successful, rebels will gain a unit.]
— Organize False-flag Attack [-100 credits. Disguise your own land, sea, or air units as being from another nation, be they allied/friendly to assist them, or an enemy to incriminate them.]
— Terrorize [-25 credits. Use to oppress or crack down on a population or supporters of a particular ideology. Specify method and target. Sometimes requires multiple actions to take effect. This action may affect your popularity. Example: Jewish pogroms, Stalin’s purges.]
— Fund political opposition [-20 credits. May strengthen political opposition factions, groups, or parties in target nation. Particularly influential in democracies.]
— Attempt coup [-100 credits. Choose an opposing nation with a significant opposition. Specify by which local elements the coup is being carried out, your plans and methods. If successful a new government will be established. Only usable on nations weaker than your own.]
-Build another Army Unit [-10 credits. Units go straight to the reserves in your home territory in 1 turn.]
-Build another Air Unit [-20 credits. Air units take 2 turns to build.)
-Build another Naval Unit [-40 credits. Naval units take 4 turns to build. Plan ahead!]
-Mobilize Reserve Unit [-10 credits, takes one turn to do so. Takes reserve units and puts them on active duty.]
-Move, attack with, or withdraw units: [-1 per unit: Make use of your active military units by deploying them where you need them. Moving, attacking conventionally or withdrawing to the reserves costs 1 credit per unit on top of their normal maintenance cost, while defending is free.]
-Special Operations [-10 credits: Send elite teams of your choice to carry out specific missions that you detail in your turn, for a roleplaying effect and bonus. Can delay enemy construction or research, or assist your units in battle. High chance of failure, reduced with higher Infantry Tech levels. Example: Operation Gunnerside.]
-Amphibious Deployment [-10 credits: Using naval infantry or Marines, make an amphibious assault across the water and storm your enemy’s beaches. Uses 1 Army unit and 1 Navy unit, these must be in your active pool but not deployed anywhere. No technology requirement, but higher Infantry Tech and Warships Tech levels will increase the chance of success.This is a risky operation with a moderate chance of failure. Example: D-Day Landings.]
-Airborne Deployment [-20 credits: Using parachutists or glider infantry, make an airborne assault against an enemy target. Uses 1 Army unit and 1 Air Force unit, these must be in your active pool but not deployed anywhere. Requires at least Transport Tech 4 and Infantry Tech 4, higher levels will be more effective. Maximum 1 Airborne Assault per turn, as assembling a sufficient number of transport aircraft is not easy. This is a risky action with a moderately high chance of failure. Example: Invasion of Crete.]
-Send Expeditionary Force [-20 credits per unit. A specific form of deploying units. Send units from your own active military pool to fight under someone else’s banner, including their equipment. You still pay for the upkeep of the unit as if you had deployed it. A very overt and powerful form of intervention, but officially these units may be merely private volunteers. Useful for gaining combat experience for your military. Examples: the Condor Legion, the Flying Tigers.]
— Recruit volunteers [-30 credits. Recruit volunteers to fight in someone else’s war. More subtle and deniable than sending an Expeditionary Force, and without upkeep, but of militia quality and equipment. They appear as a non-government entity in the stats, under your sphere or ideology. Example: the International Brigades.]
-Convoy Raiding [-5 credits per unit. Send an air or naval unit to a stated area to intercept your enemy’s merchant shipping and/or military supply ships. Specify if using surface raiders, aircraft or submarines, and if your policy is restricted or unrestricted raiding. Can reduce enemy trade income, or the combat effectiveness of their forces overseas.]
-Tactical Bombardment [-10 credits per unit. Can be carried out by air units, or naval units if you have Aircraft Carrier technology. An organised strike against your enemy’s military targets, intending to harm their military’s ability to fight. Specify your intentions and targets. Requires Bomber Tech 2, higher levels will be more effective. May destroy units of any type. Example: Pearl Harbour.]
— Strategic Bombardment [-20 credits per unit. Can be carried out by air units. A concerted bombing campaign against an enemy nation, intending to harm their infrastructure, industrial capacity or population. Specify your intentions and targets. Requires Bomber Tech 3, higher levels will be more effective. May cause harm to target’s stability, economy, and popularity. Examples: The Blitz, Allied bombing of Germany.]
-Construct [F]ocused Defences [-10 credits: Specify type and location. Will provide strong defences over a very small area, such as a powerful fortress in a tactically important location. Takes 2 turns to complete. Example: Gibraltar Fortifications]
-Construct [L]ight Defences [-50 credits: Takes 1 turn to complete. Tank traps, barbed wire, earthworks and gun emplacements can all be constructed by field armies to further entrench their positions. Provides a bonus to defensive combat. Example: Defences of Moscow.]
-Construct [M]edium Defences [-100 credits. Concrete pillboxes, protected gun positions, dragon’s teeth and all the rest make this defensive line a significant impediment to an attacking army.Takes 4 turns to complete. Example: The Stalin Line.]
— Construct [H]eavy Defences [-200 credits. A defensive line nearly impregnable to frontal assault, with multiple fortresses, underground bunkers and turreted weapons. Takes 8 turns to complete. Example: The Maginot Line.]
Defences can also include the construction of air defences, inclusive of early warning systems and anti-aircraft guns. The levels, times, and costs are the same, and provide protection against air attack, with [H]eavy air defences being equivalent to the ‘Kammhuber Line’ and the German Flak Towers being [F]ocused defences.
— Develop Technology Level [-100. Each level takes a number of turns equal to its level, so developing level 2 takes 2 turns.]
— Technology Sharing: [-50 credits. A nation can provide assistance to another nation’s research through this action. The assisting nation must have a higher level in that technology than the assisted nation. Every 50 credits spent reduces the development time of a technology by 1 turn, though the assisted nation must pay the research cost as normal. Example: the Tizard Mission.]
-Develop Specific Technology [-50 credits: Develop a specific technology - such as a particular tank, aircraft, or technological item - for a roleplaying bonus. Does not influence tech level. Time varies based on GM discretion. Example: Long-Range Bombers, Radar]
Atomic actions are, naturally, dependent on sufficient atomic technology levels.
-Research Atomic Technology [-100 per level, so level 1 costs 100, level 2 costs 200, etc. Increases your atomic technology level one step each time. Time to complete is variable.]
-Manufacture Atomic Bomb [-50 credits: Builds an atomic bomb, ready for use the next turn.]
-Drop Atomic Bomb [-25 credits: An atomic bomb is dropped on the target. Is it really necessary for me to explain what this will do?]
-Build Atomic Power Station [-100: Build an atomic power station to generate energy for your nation. Provides a guaranteed economic boost, but early nuclear reactors are not known for being completely safe.]
Standard technologies are rated between 0 and 7. Researching a technology takes a number of turns equal to its rating. Capability ratings are also a technology, and can be researched normally, but increase the number of units you can build each turn. Specific technologies can be almost anything reasonable that you can think of in relation to your other tech levels, and provide a roleplaying rather than bonus, and have no rating - these will be listed underneath your standard ‘rated’ technologies, unless the technology in question is secret.
0 = No access to this technology at all, or pre-WWI level.
1 = Great War, 1910s level technology.
2 = Post-WWI, 1920s level technology.
3 = Interwar, 1930s level technology.
4 = Early WWII level technology. State of the art 1930s technology.
5 = Mid-WWII level technology. Early 1940s technology. Available for research 1939.
6 = Late WWII level technology. Mid-1940s technology. Available for research 1941.
7 = Early Cold War level technology. Late 1940s technology. Available for research 1943.
A nation’s technology listing will appear thus:
Technologies: Army Capability 0-7 (Infantry 0-7, Artillery 0-7, Tanks 0-7), Air Force Capability 0-7: (Fighters 0-7, Bombers 0-7, Transports 0-7) Naval Capability 0-7 (Carriers 0-7, Submarines 0-7, Warships 0-7) Other: Atomic 0-7, Rocketry 0-7
More detail can be provided on request, such as specific examples of the technology in question at each level.
The speed of atomic research will vary greatly depending on historical plausibility and the national capability for such research. Access to uranium or plutonium is a prerequisite, as well as an adequate scientific base in your nation for atomic weapons research. If you cannot secure access to those resources - you cannot start a nuclear program. Provide proof if you have or can obtain those resources, if necessary. Atomic research is more expensive than normal research, beginning at a cost of 100 credits for the first level, 200 for the second level, 300 for the third level, and so on.
An atomic level of 1 represents the development of the fundamentals of atomic research.
An atomic level of 2 represents the development of organised nuclear fission research.
An atomic level of 3 represents having the capability for successful nuclear isotope separation and producing a fission reaction in the laboratory.
An atomic level of 4 represents having successfully analysed suitable nuclear fuels for a reactor and constructed a functional particle accelerator.
An atomic level of 5 represents constructing a working experimental nuclear reactor that is capable of reaching criticality and breeding nuclear material.
An atomic level of 6 represents allows for the successful enrichment of nuclear material and, consequently, the construction of one atomic bomb per turn.
An atomic level of 7 allows for the construction of power-generating nuclear reactors and the construction of an additional atomic bomb per turn.