It is the year 2070, Long had the world been conflict-less, the two great nations of the world have long since been at peace, as an ancient treaty at the advent of nuclear weapons prevented any hot war between major power. This peace, proclaimed to be everlasting, is at the verge of ending as both powers realize that their deepest fears are coming true: The Oil Wells that kept the fuel industry and international commerce of both nations afloat, were going to run out within ten years. Nobody is quite sure who fired the first shot, but every nation-state in the world is sure: The Resource Wars have begun.
Welcome to The Resource Wars! I haven't run a game in here in forever, and I have a huge chunk of free time on my hands, so I figured i would run one with a twist: The battles, production, and to some extent Design will be simulated using the program MegaMek! The rules for this game are as follows:
Resources and Manufacturing:
Since the managing of a dwindling amount of resources is a major theme of this game, each construction, production, or manufacture costs one of several resources:
Iron, Raw Iron ore, pretty unusable,
Steel, Manufactured steel that can be used for just about anything,
Crystal, Rare Crystals mined from the ground, used for energy weapons
Oil, Raw oil, Refined into Fuel
Fuel, Petrochemical fuel used to power engines
Ordinance, Chemical Propellants and explosives,
Rare Metals, Base metals that can be used to make electronics or civilian goods
Electronics, Advanced electronic components that are used in construction, computers, and other advanced uses
Uranium, Radioactive Element, can be used in reactors
Small Arms, Supplies 1 Infantry with equipment
Food, Supplies 1 Infantry with Food
Power, Energy to power buildings.
Currency, Money essentially, Pays Workers, funds construction, hires mercenaries. Marked with a K or C
All these resources are used in Manufacturing, which is where MegaMek comes in.
for each Tonne of each component EX. The Light Cannon is 3 Tonnes, it requires 3 Tonnes worth of resources to build.
Chassis: 1 Steel Per Tonne, -1k Per Tonne
Turrets: .5 Steel .5 Electronics Per Tonne -2k Per Tonne
Standard Armour: 1 Steel Per Tonne -1k Per Tonne
Ballistic Weapons: 1 Steel Per Tonne, -2k Per Tonne
Ballistic Ammo: .5 Steel .5 Ordinance Per Tonne –500c Per Tonne
Flamer: .25 Fuel .25 Steel, .25 Electronics 2k Per Tonne
Flamer ammo 1 Fuel per Tonne –500c Per Tonne
Storage Bay: 1 Steel Per Tonne, .500c Per Tonne
Engine, ICE: .75 Steel Per Tonne, .25 Electronics per Tonne, -2k Per Tonne
With the example of a Light Cannon, it would require 3 Steel and 6k Currency to manufacture.
Buildings:
Buildings are the lifeblood of the game, and are quite simply how things get done, both resource wise and manufacturing wise
These are as Follows:
Mines: +4 Iron +2 Metals –1k Currency | Construction Cost: 3 Steel, 1 Electronics 5k Currency
Uranium Mines: +1 Uranium –1k Currency | 3 Steel, 2 Electronics 10k Currency
Crystal Mines: +1 Crystal –1k Currency | 3 Steel, 3 Electronics 10k Currency
Oil Well: +4 Oil –1k Currency | 3 Steel, 1 Electronics 5k Currency
Farms: +4 Food –1k Currency |2 Steel, 1 Electronics 5k Currency
Steelworks –2 Iron +4 Steel –1k Currency | 3 Steel, 1 Electronics 5k Currency
Refinery -2 Oil +2 Fuel –1k Currency | 3 Steel, 1 Electronics 5k Currency
Electronic Factory –2 Metals +1 Electronics -1k Currency | 2 Steel, 2 Electronics 5k Currency
Munitions Factory -1 Steel 1 Fuel +2 Ordinance –1k Currency | 3 Steel, 2 Electronics 5k Currency
Civilian Industry +10k Currency | 2 Steel, 1 Electronics 5k Currency
Military Factory 4 Tonne Production –1k Currency | 3 Steel, 1 Electronics 5k Currency
Weapons Factory –1 Steel, +3 Small Arms –2k Currency | 3 Steel, 1 Electronics 5k Currency
Construction Industry +1 Construction Capacity –2k Currency| 3 Steel, 1 Electronics 5k Currency
This is just the basic forms of these buildings, mind you. Nations that put research into improvement will have this change on their national tech.
These buildings output at the beginning of each new Turn
Commanders:
On Deploying into battle, you can assign a commander to oversee part or all of the forces in an army or region.
These commanders can have one or more of the following traits:
Fearless +1 +2 or +3: Brave Commanders will retreat Damaged Units less, choosing to fight on
Preservationist +1 +2 or +3: Preservationist Commanders will retreat damaged units more
Tactical +1 +2 or +3: Tactical Commanders will try to avoid enemy fire if at all possible, prioritizing maneuver over attack
Bold +1 +2 or +3: Bold Commanders will be less likely to worry about enemy fire
Attacker +1 +2 or +3: will close in on the enemy forces
Defender +1 +2 or +3:Will try to stay at range at enemy forces
Guerilla +1 +2 or +3: Will Space units out on the battlefield
Conventional +1 +2 or +3: Will keep units closer to each other
Inventive +1 +2 or +3: Will take risks in battle
By-The-Book +1 +2 or +3: Will minimize Battle Risks
Multiple commanders can be used in an army, for example your Tanks could be Lead by a Attacker +3 Conventional +1 Bold +3 While you could assign a Guerilla +2 Defender +1 Tactical +1 to an Infantry group in that same army. In MegaMek terms, these commanders are AI bots assigned the command of several units on the same Team.
Turn order goes like this:
Design Phase: design new equipment for your military to use; anyone in the team can submit a design proposal and the team votes on one (or more, in special circumstances) proposal for their team to work on that round. In the following Design Results, based on a dice roll & difficulty of the design based on your technology level/experience, you get to see what your engineers came up with based on the proposal.
Revision Phase: works similar to the design phase, but on a much smaller scale -- use revisions to change things about existing designs or make new designs/variants with a few changes/whatnot.
Manufacture Phase: Construct new buildings, Manufacture
Battle Phase: Deploy the manufactured units on the battlefield, assign commanders, give orders, that kinda thing. Bear in mine that the AI will control both sides in an actual battle, and these will behave according to the Commander picked for these sides.
The Internal Affairs Phase can exist though won't always appear, and simply exposits ongoing affairs and events within your side or anything else that may be relevant. Plot/lore/fluff stuff. If there's any player interaction in one of these phases, then it'll be detailed at the time.
The Battle Report is always posted in the core thread (this thread), and is universal to both sides. The rest of the phases/reports start/end at the same time but each side gets their own post about it in their own thread.
Links To Sides Incoming!
the map:
https://imgur.com/a/8wyqjt1Blue is Side X
http://www.bay12forums.com/smf/index.php?topic=179743.0Red is Side Y
http://www.bay12forums.com/smf/index.php?topic=179744.0Tech Known By all:
10 Ton Vehicles
Basic Structural Rating
Wheeled Transport
Tracked Transport
Internal Combustion Engine Tier I
Standard Basic Armour
Vehicle Flamers
.5 Tonnes, Damage 2, Max Range 3
Ammo 1 Tonne
Machine Guns
.5 Tonnes, Damage 2, Max Range 3, effective against Infantry
Ammo 1 Tonne
Half Ammo .5 Tonnes
Light Cannon
3 Tonnes, Damage 3, Max Range 12
Ammo 1 Tonne
Max Storage 10 Of Each Resource,
100k Currency Limit
Basic Designs:
Basic Battle Tank 1950
Movement 3
Tonnage 10
Max Range: 5 World Map Squares
1 Light Cannon
1 Machine Gun
1 Tonne Chassis
1 Tonne Engine
.5 Tonnes of Fuel
.5 Tonnes of Armor
.5 Tonnes for Turret
3.5 Tonnes of Weapons
3 Tonnes of Ammo
Cost To Produce
8 Steel +.50 Electronics +.5 Fuel +1.5 Ordinance +13k Currency
Cost To Refuel
.5 Fuel
Cost to Fully Resupply
1.5 Ordinance, +1.5 Steel
Basic APC 1950
Movement 4
Tonnage 10
Max Range 6 World Map Squares
1 Infantry Bay
1 Machine Gun (Half Ammo)
1 Tonne Chassis
1.5 Tonne Engine
1 Tonne Fuel
.5 Tonne Armor
.5 Tonne Weapon
.5 Tonne Ammo
5 Tonne Bay
6.50 Steel .75 Electronics 1 Fuel .25 Ordinance 8.75k Currency
Basic Infantry
1 Move
3 Max Range
Auto-Rifles
1 Small Arms 1k Currency
Each Month: 1 Food