Just an interest check. The rules aren't done yet, but have a draft already.
Nations are falling apart, cities are burning, and alliances tremble. As the resource shortage lengthens, a world war 3 scenaro becomes more and more likely. Tensions are increasing rapidly, and small conflicts are growing, consuming entire nations, and threathening all of humanit. It is your duty to lead your country to glory amidst these dangerous times.
Signup sheetNation name:
Player name:
Location:
Nation stats (50 points to divide)
-Points can be spend on a variety of things: Tiles, buildings(1point = thousand worth, troops and tech advantages.)
TilesA country consists of a series of tiles, which represents the amount of terrain and the different types of terrain. Other things to be determined are the various deposits of resources in the ground.
-Forest (0.3 Points): Can be chopped + reduces pollution
-Rainforest (0.2 Points): Can be chopped + reduces pollution. Less resilient/fertile
-Mountain (0.3 Points): May contain resources
-Glacier ( 0.5 points): Comes with a free river. May melt (Leaves Mountain behind after melting)
-Fertile field (0.4): Doubles farm output
-Rivers(5 tiles for 1 Point): River tiles are fertile, but may flood
-Lake(0.2 points): Contains fish. Can be used as a drain spot for irrigation. May dry up.
-Hills(0.3 point) very nice to place wind energy.
-Coastal sea (0.3): Coastal waters.
-Deep sea (0.2): Can't build here without appropriate techs. Might contain oil. Windmill are very efficient here.
-Coast(0.1): This is the coast. Fisheries, harbors etc.
-Polder(0.2): Fertile ground. Warning, lies below sea level. No dikes= likely flooded.
-Volcano(0.2) Semi-Active volcano. Counts as a mountain, comes free with 3 fertile fields.
-Junkyard(0.1) Bad for the environment, May contain recyclable resources.
-Swamp(0.1) Useless for the moment, can be drained and turned into farmland
-Desert(0.1) Nothing grows/ lives here(Irrigation required)
-Wastelands(0.1): Degenerated terrain, nothing grows here. Completely useless for the moment
-Radioactively polluted region (+0.1) Very bad for the environment, unlivable(Completely useless in fact, can be cleaned with enough money and correct technologies).
-Weather(Weather options don't cost points)
-6 point scale between cold/warm
-6 point scale between dry/wet
-Deposits( Minerals are measured in years of supply. 1 unit is enough to supply one normal installation for 1 year=1 turn)(Feel free to suggest extra)
-Oil (5 years per point)
-Natural Gas(7 years per point
-Coal( 15 years per point)
-Uranium(7 years per point)
-Thorium (14 years per point)
-Iron(20 years per point)
-Cupper(3 years per point)
-Aluminum(10 Years per point)
Tile improvementsThese change one sort of tile into another. For example, you can build farms, reforestry different places, and other such things. Improved tiles need to be assigned to a compound to be worked on, but can be reassigned.
Farmland: Produces 0.25 food(0.375 if constructed on fertile ground)
Mountainside Mine: May uncover hidden deposits. Can mine 4 units/year
Openair mine: Can mine 4 units/year
Nuclear storage: Stores waste fuel
Reforestry project: Creates a forest. Not always succesfull.
Nature reservate: Preserves terrain, tries to increase biodiversity and refertilize grund
Barrage: Creates an artificial lake, and produces power(5 units)
Solar power: Produces 1 power
Wind power: Produces 1 power
Harbor infrastructure. Allows the construction of harbour related buildings
Civilian, Industrial and military compoundsDifferent types of buildings are always grouped in compounds. The Compounds can contain all sorts of buildings. Every compound takes up tiles depending on it's size, and incurs maintenance costs(It uses 1 tile for every five buildings, and incurs 500 maintenance + 100 for every 5 buildings). Compounds can get terrain assigned to them, where they will get their resources. For military invasions and bombardements, one compound counts as a single location. Therefore, spreading out might be a good idea. The following things might be constructed in a compound:
Civilian:
-City: Houses 4 pop units
-Slums: House 2 pop unit. Decrease happiness.
-Geothermal power generator. (Requires one assigned vulcano) 5 power
-Coal power plant: Produces 15 power
-Nuclear power plant: Produces 15 power
-Oil power plant: Produces 10 power
-Gas power plant: Produces 5 power
Agricultural
-Processing facility: Doubles associated farms output. Up to 5 farms. Requires 3 power, 0.5 iron
-Irrigation system: Requires 4 power. Irrigates 2 tiles, +2 if there's an assigned river,+4 with an assigned barrage. Irrigation allows construction of farms in deserts or wasteland, and reduces the effect of drought and boosts production on normal terrain.
-Fertilizer Production: Requires 2 power, 0.5 oil. Doubles up to 5 associated farms outputs.
-Fishery: Requires 0.5 oil. Produces 2 food
Industrial
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Commercial
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Military
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Research
- Laboratory: Uses 5 power
Different sectors of the economy:There are 3 sectors in the economy: The agricultural, which is mandatory but has a low gain , the industrial, which produces IC used to build things and a decent amount of money, but requires more resources, and the commercial sector, which produces lot's of money. Having an overdevelopped commercial sector can collapse your economy however. The commericial sector is overdevelopped when it's more than 50% of your economy.
EnvironementRules pending
Military actionsMilitary actions are divided into several actions. Invasions, and bombardements. More to be added
Ground invasionsEach ground army has at least 3 stats. Damage, defense and HP. When a player decides to invade another region, he must eliminate all enemy troops to take control. The province has a number of hardpoints, Ie the previously mentioned Compounds, which need to be taken(though if no'one defends them, they will just surrender). During a fight these compounds can be damaged. The battle will be influenced by the size and defensive structures of the compound, and the assigned terrain of the compound.
BombardementsBombardement units have 3 stats. evasion chance ,weapon damage/ effect and the optimal range(regional, macro regional, intercontinental or world wide ). Bombardement units target, depending on the type, a single compound or a variety off terain tiles.
Interception units also have different stats: Optimal range, ammuntion and interception chance.