After a devastating global Nuclear exchange, the Earth is left in ruins. But from the ashes of the nations of Old, new nations arise. Though many lives has been lost, and entire countries irradiated, they seek out a living amidsts the remnants of the past. Though much have been lost, humanity continues to innovate, repairing, and reinventing those technologies lost in the war. Though the war did more damage than that. The climate has been disrupted, and tensions once more erupt over the scarce resources.
HistoryMechanicsNation StatsPopulation: The heart of your nation. These work in your factories, fight in your militaries, and are taxed to provide money for your labs.
-Tax rate: Extort the population for money to fund your dreadfull doomsday projects
-GDI: General development Index. The higher this is, the happier your people are, but also the more resources they need to sustain themselves. Low HDI results in a variety of problems.
-Public Opinion: How close you're to a revolution. Tax tends to have a negative effect, while luxury resources and a variety of projects have positive ones
Infrastructure: Measures how much resources you can move around, and how much supplies you can muster for your military
Economical efficiency: A measure of how efficient your economy is. How much people you need to do the same amount of work.
Money: Used for a variety of purposes.
IC: Industrial capacity, used for construction and sometimes maintenance of large projects. Produced automatically by pop units that don't do anything else.
RP: Used for inventing new technologies. Produced by laboratories, by investing money, and by having a high HDI
PopulationThe typical post apocalyptic nations population varies between 10-30 million people in population. For game purposes, these are divided into Pop units. The size of these pop units is determined by the economical effiency. At 100%, 1 million people form 1 pop unit. At 50%, you need 2 million, and at 200%, Half a million will do. 1 Pop Unit can gather 1 resource, man 1 factory, supply 10 military units, or produce 1 IC . (Barring technological modifiers).
People also have needs, which are modified by their GDI indexation. Below is a table of how much a population needs, and what the happiness bonus is if you provide them with luxury resources(Still per million people). Oversupplying generally results in increased GDI, increased growth, but can also lead to corruption.
HDI | Food | Luxury |
0.5 | 0.5 | 10% |
0.55 | 0.6 | 9% |
0.6 | 0.7 | 8% |
0.65 | 0.8 | 7% |
0.7 | 0.9 | 6% |
0.75 | 1 | 5% |
0.8 | 1.2 | 4% |
0.85 | 1.4 | 3% |
0.9 | 1.6 | 2% |
0.95 | 1.8 | 1% |
1 | 2 | 1% (Minimum luxury supply of 1) |
Resources and productsThere are 4 categories of resources:
-Industrial: Used to make a variety of products
-High tech: Used for Special high tech projects, or to boost research
-Food: Used to feed the population
-Luxury: Used to keep the population happy
-Energy: Used to power your factories
-Military: Used to construct specific military units.
Usually, a resource fits into 2 categories. For example, Gold is a Tier 3 luxury resource, and a Tier 1 Scientific resource. This means it can be used for 3 luxury points, or 1 RP. Each pop unit working on harvesting a resource extracts 1 unit of it. (Example, 2 pop working on Gold can extract 6 luxury or 3 luxury and 1 science or 2 science)
Products follow the same 6 categories, and are made in a factory. A single factory can make 2 generic Lvl 1 products, or process 2 Industrial resources into 2 products of a higher tier.(Example, Tier 1 Industrial to Tier 2 Energy) Technologies and specialized factories might improve this ratio. Some things might need products, rather than resources, or require high tier resources
Each factory uses 1 power and employs 1 pop unit, unless otherwise stated.
TechnologyWhile the Game starts in 2025, the general tech level has been bombed back to the 1960- equivalent, with some exceptions. Computers and other devices that were extremely widespread still exists, as do other things. These exemptions are characterized by your technological choices. Each nation starts the game with 3 technologies fieds, each with 2 applications. You get a bonus to attempting to research anything in said field. The narrower the field, or the application, the larger the bonus.
Example:
Aero engineering
- Military aircraft [Military]
- Transport planes [Engineering]
MilitaryEach pop unit dedicated to your military allows you to support 10 military units. However, your infrastructure can only effectively supply a limited amount of units, ie 100*infrastructure value. Additional units can be supported by investing military resources (2 per resource, per tier), or developing special technologies.
The worldInsert map here
There's also a world market, which will be explained later.
Sign-up sheetName nation:
Governmental system:
Location and size:
Population: Between 10- 40 million
Budget: 500 arbitrary budget units.
Description of the land:
Description of the history of the country:
People:
-Taxrate
-GDI: Between 0.5 and 1
-Public Opinion:
Economy:
-Economical efficiency
-Infrastructure
-Natural resources: Choose 2. Each has 4 points, distributed over 1 to 2 categories.
-Existing factories and workforce deployment
-Trading needed (excesses and storages)
Science and technology:
-Major fields: 3 of them
-Major accomplishments: 2 per field. Must be related
Army:
-Size: Existing amount of units / Max supportable
-List of units: (Make up your own)
Example sheetName nation: Genericia
Governmental system: Genericness (Genericness is so generic it has no problems or benefits)
Location and size: Earth
Population: 25 Million
Budget: 500 arbitrary budget units.
Description of the land: Generic desert, generic grassland.
Description of the history of the country: Generic history
People:
-Taxrate: 20% (This would give you a 50 unit per turn budget)
-GDI: 0.75
-Public Opinion: 75%
Economy:
-Economical efficiency: 100% (25 pop units)
-Infrastructure: 100%
-Natural resources: Coal (Tier 4 energy resource), Iron (Tier 3 Industrial resource, Tier 1 Military resource)
-Existing factories and workforce deployment
-[2]Coal mines [=> 2 Tier 4 energy]
-[5]Iron mines [=> 5 Tier 3 Iron]
-[7]Mechanized farming [1 Energy, 2 Industrial => 28 Food ]
-[9]Generic factories [=>9 IC]
-[2] Military support
Science and technology:
-Major fields: 3 of them
-Major accomplishments: 2 per field. Must be related
Army:
-Size: 20 / 50
-List of units:
-5 Generic infantery
-10 Generic Tanks
-5 Generic airships
((So yes, the other game is death. Sorry for that.))