1930. The world was still scarred from the first world war, and a massive world-wide economic depression was in full swing. The governments of the world barely kept control of their nations, with massive unemployment rates and a plummeting rate of income. The dissatisfied masses took to the streets of their respective nations. Communists, fascists, reactionaries and liberals all fought, hell if they were a political group that sought control chances were they were trying to seize some kind of power left from the crippled and dying nations of the old world. Massive fighting broke out in multiple countries, multiple sided civil wars erupting and bring the already terrible economy to the ground. Months of pure anarchy ensued, and the world was left in a state where no world or region powers emerged, and no semblance of order appeared. That is, until now. Multiple political groups have emerged in different regions across the world, managing to calm the masses and tame them to follow their cause. With one crisis averted, the people of the world must now endure a new crisis of multiple emerging powers, all wanting to spread their influence throughout the world.
Each turn players will be able to take four actions. These actions can be used for anything from developing new technologies, to maintaining your economy, and a variety of other actions. For each order given, I will roll 1d20 adding and situational/tech modifiers that I deem fit. As in most games, rolling a one will make generally bad things happen, and rolling a twenty will probably make something amazing happen.
Combat is done by rolling d10's for each army you control, you can recruit an army by rolling a 13+ on a recruitment action. You can also choose to enact a draft by using up all four of your actions, and then I will roll four recruitment rolls that succeed on a 10+. Recruiting too many armies at once, or having a very large army in general might cause some stability and happiness issues amongst your populace, so be careful when enacting a large draft or forming large armies all at once. Take note that each of your armies will have a certain amount of upkeep you must pay depending on the type of unit.
When opposing armies start combat, the two players will each have a d100 rolled for them, the person with the highest number will be considered the winner (Except in the cases of a stalemate, listed below). Modifiers will be added to this according to how many armies are in combat, and other situational modifiers and technological modifiers. The difference between the two numbers will also be taken to determine the type of victory obtained by the wining side, a list of which is listed below.
0-15 Stalemate
16-30 Minor Victory
31-50 Major Victory
51-80 Crushing Victory
81-100 Absolute Victory
Player's start out with WW2 era technology, and will expand from there in whichever way they deem useful. As long as it isn't too ridiculous, chances are you can try to make that kind of technology. When a research action is given, a d20 will be rolled to see whether or not the research in question will be completed. Money can also be funneled into research to gives modifiers, and a research project with no money provided to it will make a d20 roll with no modifier to see if it succeeds.
If a player chooses to, they can preform espionage on other nations. First though, they'll have to establish an espionage program via actions. Along with espionage, player's can preform counter-espionage. If a player has an espionage agency they will roll every turn to see if anyone is spying in their country, they'll either find nothing, find out someone is preforming espionage, or find out who is preforming the espionage.
Player's can also wish to hide their actions, but they'll have to forgo one of their actions and have 3 actions a turn instead. PM the action to me, and I'll do a roll for that action along with a small chance of the action leaking to the public.
Player's start with 50 Currency along with a +10 income a turn, and keep in mind your income can decrease and increase depending on what is going on in your nation. I'll also be keeping la loose track of money being spent and received, so please keep note of how much money your nation has.
Name:
Color:
History:
General Location:
Government
Government System:
Ideology:
Economy
Economic System (Laissez Fair, Central Planning, etc.):
Economic Focus:
Important Resources:
Military
Infantry/Naval/Air Percentage (For example, 70% Infantry, 20% Air, 10% Naval.):
Doctrine (Mass Conscription, Blitzkrieg, Armored Focus, etc.):
Woo, you know the dozens of godgames that fill up this forum? Well let's do that, but instead with nations! Don't expect this to be heavy on rules, do however expect it to be light on rules that may or may not change during the game. Oh, and when submitting a nation try to be somewhat creative. I'd rather have the American Peoples Republic than just the plain old USA, so try to make something unique.