Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 4

Author Topic: Global Thermo-nuclear war II Turn 2  (Read 3013 times)

a1s

  • Bay Watcher
  • Torchlight Venturer
    • View Profile
Global Thermo-nuclear war II Turn 2
« on: July 14, 2021, 04:27:47 am »

(new rules are at the bottom)
Each player starts with 10 cities. Each must have a unique name.
Cities produce weapons, defense systems, and research adding up to 1 Billion Dollars ($1B) per turn each.
You may stockpile weapons, defenses, and research progress, but all income must be spent every turn.
Players may post their turn in-thread, or send it by PM to Game Master (me.) In case of conflict, PM will be considered primary.
Players are allowed to have any sort of dirty dealings by PM (or e-mail, discord etc.)
players receive their weapons/defenses on the turn after they produce them.
Players are allowed to share technologies and send each other weapons and production (but they will, naturally, only receive those next turn.)
If a player loses all their cities they are eliminated from the game.
The goal is to win (see below).
The following technologies are available to research:
- The Bomb - free: allows construction of warheads.
- Bomber - $5B: allows construction of Bombers
- ICBM - $10B: allows construction of missiles
- SSL - $20B: allows construction of nuclear submarines
- Interceptors - $10B: allows deployment of Air Cover
- ABM - $10B: allows deployment of missile defense
- Anti-submarine warfare - $10B: allows deployment of destroyers.
- Fighter Escorts - $10B: Makes Bombers cost an extra $1B, but reduces enemy Air Cover effectiveness to 50%
- MIRV - $20B: Makes missiles cost an extra $1B, but reduces enemy missile defense effectiveness to 50%
- Silent Running - $20B: gives submarines a 50% chance to evade destroyers.
- SDI - $100B - design and build a network of satellites allowing the use of SDI.
- Thermo-nuclear device - $10B: bomb accuracy increases by 20 percentage points (e.g. 50%->70%).
- Precision guidance - $15: bomb accuracy increases by 30 percentage points (e.g. 70%->100%).

Weapons are:
Warhead $1B : may be dropped on enemy sites, destroying them 50% of the time.
Bombers $5B : Drop bombs on 1 enemy site per turn. Are lost if they are defeated by air cover.
Missiles $2B : Drop bombs on 1 enemy site. Always lost.
Nuclear submarines $10B: Drop bombs on 1 enemy site per turn. Are lost if they encounter Destroyers.

Defenses are:
Air Cover 5B: protects one specific site from 1 flight of bombers per turn. may be redeployed to another site.
Missile Defenses $5B: protects one specific site from all missiles. can not be redeployed. (but can be stockpiled before use)
Destroyers: $5B destroy submarines, after they bomb one specific site. May be redeployed to another site.
SDI $1B/turn: protects all sites from everything, 50% of the time for one turn. (each warhead checked separately)

Weapons now require launching platforms: Vaults, Airfields, Silos and Docks (you are provided 1 of each for free at the start of the game)
It costs $1B to build one.
If a launching platform is bombed, you lose it and a random amount of appropriate weapons based on the amount of sites bombed.
(e.g. if you have 5 silos and 2 get bombed, each of your missiles has a 40% chance of being destroyed)
if you don't have a launching platform, you can't build that weapon.


DEFCON system:
DEFCON represents the level of global tensions (and military preparedness) and varies from 1 to 5.
DEFCON starts at 5.
Nuclear weapons may only be used at DEFCON 1.
Each turn each nation still in play votes to raise DEFCON, lower DEFCON or abstains.
If more nations vote to raise DEFCON it goes up by 1 (but never above 5,) if more nations vote to lower DEFCON in goes down by 1 (but never below 1) in case of a tie DEFCON remains the same.
Each nation voting to raise DEFCON loses $1B to represent appeasement. All nations voting to lower DEFON will split this pot next turn (GM will announce how much that comes to, for the mathematically challenged)
In cases where no one votes to lower DEFCON, production is returned to its original owners. (And if no one votes to raise DEFCON there is, naturally, nothing to split)

Winning the game:
At DEFCON 5 all nations may vote for UN Global Disarmament Initiative. If the vote passes unanimously everyone still alive wins.
Alternatively, if you are the last nation standing you win automatically (this is the more prestigious kind of win!).

I will no longer be accepting commands to randomize anything (e.g. "My Air Cover protects a random city",) part of the game is trying to second guess your opponent.

Players:
Serpenstan: Kashyyk
Brain: Naturegirl1999
New Good Nation: EuchreJack
People's Republic of Regret: Unraveller
Peaceland: Egan_BW
« Last Edit: July 27, 2021, 04:22:02 am by a1s »
Logged
I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Global Thermo-nuclear war II (0/4?)
« Reply #1 on: July 14, 2021, 07:21:57 am »

Serpenstan returns! Can you dedicate defences to protect your launching sites, or do you have to go for sheer volume to preserve them? Also, I'm guessing vaults are for Warheads?

Spoiler: Serpenstan (click to show/hide)
« Last Edit: July 15, 2021, 09:48:02 am by Kashyyk »
Logged

a1s

  • Bay Watcher
  • Torchlight Venturer
    • View Profile
Re: Global Thermo-nuclear war II (0/4?)
« Reply #2 on: July 14, 2021, 08:33:33 am »

Serpenstan returns! Can you dedicate defences to protect your launching sites, or do you have to go for sheer volume to preserve them? Also, I'm guessing vaults are for Warheads?
You absolutely can dedicate defenses to protecting launching sites. And yes, Vaults are for warheads.

Edit: Hm... Probably going to need you to name your launching sites too, since they can be independently targeted. I will accept a numbering system.
« Last Edit: July 14, 2021, 08:47:39 am by a1s »
Logged
I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Naturegirl1999

  • Bay Watcher
  • Thank you TamerVirus for the avatar switcher
    • View Profile
Re: Global Thermo-nuclear war II (1/4?)
« Reply #3 on: July 15, 2021, 01:52:00 am »

Spoiler: Brain (click to show/hide)
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Global Thermo-nuclear war II (2/4?)
« Reply #4 on: July 15, 2021, 03:25:49 am »

A revolution strikes!  Reborn, New Good Nation has reasserted its independence!

Spoiler: New Good Nation Cities (click to show/hide)

Uh, Vaults? Do I need one per nuclear device?

Hm, we could all vote for the UN Global Disarmament Initiative and win.  But I think I want some of that free cash, so I'll vote to Lower.

Spend 5B on Researching Bombers, 2B on building 2 vaults, 2B on building 2 Airfields, and 1B to build one bomb.

Naturegirl1999

  • Bay Watcher
  • Thank you TamerVirus for the avatar switcher
    • View Profile
Re: Global Thermo-nuclear war II (2/4?)
« Reply #5 on: July 15, 2021, 04:08:36 am »

I thought the game wouldn’t start until all nations joined?
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Global Thermo-nuclear war II (3/4?)
« Reply #6 on: July 15, 2021, 05:43:33 am »

Oh, don't worry about me and my pre-emptive budgeting.

a1s

  • Bay Watcher
  • Torchlight Venturer
    • View Profile
Re: Global Thermo-nuclear war II (2/4?)
« Reply #7 on: July 15, 2021, 05:54:15 am »

Uh, Vaults? Do I need one per nuclear device?
No, you can keep all your proverbial eggs in one basket, but it will be vulnerable to enemy attack. Same goes for a Airfields, Silos and Docks - you can keep as many Bombers, Missiles and Submarines in each as you want. And you already have one of each, so feel free to build or not build them at your convenience.

I thought the game wouldn’t start until all nations joined?
It doesn't, but EuchreJack has decided to post his turn in advance.

Hm, we could all vote for the UN Global Disarmament Initiative and win.
Absolutely, you can. But that would be boring, and good luck convincing everyone to vote for what's boring.  :P
Logged
I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Unraveller

  • Bay Watcher
  • [DOES_NOT_EXIST]
    • View Profile
Re: Global Thermo-nuclear war II (3/4?)
« Reply #8 on: July 15, 2021, 12:36:37 pm »

I am ready to be systematically annihilated!

Logged
I've lost control of my life.

a1s

  • Bay Watcher
  • Torchlight Venturer
    • View Profile
Re: Global Thermo-nuclear war II (4/4?)
« Reply #9 on: July 16, 2021, 04:04:31 am »

Ok, we have 4 players (though more are welcome) so let's get this thing started.
Logged
I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Naturegirl1999

  • Bay Watcher
  • Thank you TamerVirus for the avatar switcher
    • View Profile
Re: Global Thermo-nuclear war II (4/4?)
« Reply #10 on: July 16, 2021, 01:26:52 pm »

Spoiler: Plan (click to show/hide)
[/spoiler]((question, if we start with 10 cities, each producing 10B, and money doesn’t stack, how can one ever earn above 10B to use on the more expensive items? If amount of starting money was misunderstood, I will edit my turn accordingly))
Logged

a1s

  • Bay Watcher
  • Torchlight Venturer
    • View Profile
Re: Global Thermo-nuclear war II (4/4?)
« Reply #11 on: July 16, 2021, 01:43:44 pm »

((question, if we start with 10 cities, each producing 10B, and money doesn’t stack, how can one ever earn above 10B to use on the more expensive items? If amount of starting money was misunderstood, I will edit my turn accordingly))
Cities only produce $1B, but it can all be used to fund the same project (or several projects.) See EuchreJack's turn for an example. Also research and building progress is saved between turns, so you can spend 10 turns researching SDI, for example. The only thing you can't do is stockpile money (production) itself- you have to spend it every turn.
Here's how this might go:
Turn 1: Research Bombers. Research Interceptors (50%)
Turn 2: Build 1 bomber and 1 Bomb. Research interceptors (90%)
Turn 3: Build 1 bomber and 4 bombs. Research Interceptors.
Turn 4: Build Air cover, 1 bomb and bomber (80%).
Logged
I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Global Thermo-nuclear war II (0/4?)
« Reply #12 on: July 16, 2021, 01:59:48 pm »

Serpenstan Abstains from the DEFCON vote.

Spend $5B on researching Bombers, and another $5B on researching Interceptors (5/10).

Spoiler: Serpenstan (click to show/hide)
Logged

Unraveller

  • Bay Watcher
  • [DOES_NOT_EXIST]
    • View Profile
Re: Global Thermo-nuclear war II (4/4?)
« Reply #13 on: July 16, 2021, 06:33:12 pm »

The People's Republic of Regret, for a land with a name as on the nose as possible, you truly get right what's on the tin. A coalition of the most despotic, misanthropic folks reside, governing on the sole platform of world dominition, world destruction.

Perhaps it is no surprise that $3 Billion goes toward ICBM research. (3/10)
Another $3 Billion is put forward for the construction of three Vaults. Namely β, γ, and δ.
Finally, $4 Billion is put toward the construction of four warheads.


Logged
I've lost control of my life.

Egan_BW

  • Bay Watcher
    • View Profile
Re: Global Thermo-nuclear war II (4/4?)
« Reply #14 on: July 16, 2021, 06:48:14 pm »

Spoiler: Peaceland (click to show/hide)

Vote to pass the UN resolution!
Spend 5B researching Submarines 50%

Spend 5B on international aid, building schools in Ignorantropolis.
(GM: Unless you want this to do something mechanically, this is me not spending half of my production for this turn.)
« Last Edit: July 17, 2021, 05:07:46 pm by Egan_BW »
Logged
I would starve tomorrow if I could eat the world today.
Pages: [1] 2 3 4