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The 21st Century - A Modern War Game!

So, I was thinking about starting this tomorrow.


So, how fast do you guys want this game to go? It can be one turn per day, or any other frequencies. Also, I need some suggestions for cities in the Philippines. I could only come up with Manilla, Cebu, and Davao City. I believe that represents the Philippines fairly well, but I might be missing out on some major urban centers. Luxembourg will just get its capital.
 
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Ok, I think my choices for Phillippino cities were great.


I'm going to revitalize the rules in a little bit. Expect them in 30 minutes to three hours.
 
The Basics:


You are a leader of a country. If you are a democratic nation, you have a lot less unrest, but you can be booted out of office if the people do not like you. If you are a dictatorship, you will be in rule of the entire country, and have more unrest, but you cannot be booted out of office, and your Military and police can kill anyone who doesn't like you. Democracies are less militaristic, but you can slowly expand and make sure your new territories like you. Dictatorships are like the Mongols: You spread fast, but you have the chance of falling apart at any time. You can change from a Dictatorship to a Democracy by simply giving up power, but you will have to have a strong Military to turn a Democracy into a Dictatorship. You can decide if you want to be a dictatorship or a democracy from the start.


Also, you will have cities. Each country has a different amount of them. Cities give manpower, which is used to recruit people into your army, science, which is used to develop new weapons and make your military stronger, and money, which is used to fund everything. Manpower is the population of the country divided by five and rounded to the nearest 1000, each city gives 5 science, and you get a varying amount of money based on your tax rate. You can set up your tax rate to be as high as you want, but it will reduce the people's approval of you in Democracies by a lot. The amount of money you get is decided by this formula:


A times P divided by TR.


A: Average GDP Per Capita.


P: Population.


TR: Tax Rate


Also, you will get to adjust your nation's policy. Every week, you will get new possible policies to enact and decisions to make. However, the amount of stuff you can do is limited by your Political Capital. Every city gives you one Political capital, and you can spend 10,000 dollars to gain an additional Political capital. However, if your unrest is high, your political capital gets halved. Each decision you make costs five political capital, so it will be important to conserve your points.


On the point of decisions and policies, here's how they work. A decision is something you have to do, and it will negatively impact something but help something else. You will get one decision every day. Policies are improvements you can make to your government and your cities. For example, one policy might increase a city's weekly science from 5 to 6, or give you an additional 1,000 dollars a week or something like that.


Unrest is caused when you make a decision, change your government, or conquer a city. Unrest is on a scale of 0-1000. If you are an Autocracy, you will gain 1 unrest every day, and get double the Unrest from decisions. Every time you make a decision that increases Unrest, you gain 5 Unrest as a Democracy and 10 as an Autocracy. If you conquer a city, you get 10 unrest. If you change government, you get 500 unrest. If you get to 1000 unrest, every city will only produce 1 science, your Political Capital will be halved, and you will get no money because people aren't paying their taxes. Unrest will drop by 5 every day you are at piece for an Autocracy, and will drop by 10 every day with a Democracy.


Approval Rating: Entirely affected by policies and decisions, and is only for democracies. If you do not have a 51 percent approval rating, you risk being kicked out of office in an election. Elections take place every 10 weeks, so you better keep that approval up.


Also, everything will be daily. You will get your political capital and science, every day, and you will decide what to do with those things every day, too. If people want to, I can decrease the frequency of turns to make the game go slower, but I want to use days at the start.


Military Breakdown:


Land Units:


Infantry: Regular, old infantry. Strong against artillery. Takes 1,000 manpower for 1 infantry division. Every division costs $1 per week.


Tanks: Your average tank. Strong against Infantry. Takes 1,000 manpower for 1 Tank Division. Every division costs $5 per week.


Artillery: Your average rocket artillery. Strong against Tanks. Takes 1,000 manpower for 1 Artillery Division. Every division costs $10 per week.


Air Units:


Fighters: This is what is used to protect bombers and fight other planes. Takes 1,000 manpower for 1 Fighter division. Each division costs $5 per week.


Bombers: Every 10 bomber divisions can do one of these things against an enemy every day: Reduce science by 1 in a city, reduce Manpower by 10 percent, and reduce Money by 10 percent. Takes 1,000 manpower for 1 Bomber division. Each division costs $10 a week.


Naval Units:


Transport ships: Ships that can transport one land division. Each ship costs $1.


Big Ships: These are your battleships and destroyers. Strong against Small Ships and Submarines. Costs 10,000 manpower for 1 Ship. Each ship costs $100 dollars per week.


Small Ships: These are small ships, used to cover the flanks of bigger ships and harass destroyers. Costs 500 Manpower for 1 ship. Each ship costs $1 per week.


Submarine: The underwater stealth master. Strong against Big Ships. Costs 2,000 manpower for 1 submarine. Each submarine costs $10 per week.


How Science Helps:


So, you might ask what science if for. Well, you can upgrade your army! For every 100 science, you can upgrade one of these classes. This will increase their power, and allow you to destroy all of your enemies. Here's what you would have in your military topic of your country's board.


Land:


Infantry: 1


Tanks: 1


Artillery: 1


Air:


Fighters: 1


Bombers: 1


Sea:


Transports: 1


Big Ships: 1


Small Ships: 1


Submarines: 1


Then, if you have 100 science, you would change one of those to 2.


Here are some additional things I could not fit in these rules:


Executive Orders: Use 5 Political Capital to pass your own decisions. These can do anything as long as they are balanced.


Breakthrough Discovery: If you have 500 science, you can make another class of units that can give you an edge on your opponent.


Justifications for War: Democracies have to justify war. Autocracies do not.


Aircraft Carriers and Anti-Air Guns can be unlocked with 100 science instead of the usual 500 science it takes to make a new type of unit.


Battles will be a different post altogether.


These are the final rules.
 
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Can alternate history countries be made? For example I would want to want toplay as a Yugoslavia in which Yugoslavia never fell, and Milosevic did not cause Serbians to rise up and be more powerful than the other regions, or get put on the Presidium. So Yugoslavia is currently a thriving, communist state with much stability amongst the people there.
 
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