Countries at War: Hyper edition has returned, two months after the first game has ended (Which you can find
here). The game takes place on the planet E-43C, where humanity's first interstellar colonists have arrived. As the leaders of these colonists, you must do whatever it takes to survive, and lead your people forth to victory!
The sign-up sheet is below, along with the maps of the planet, new rules and units. I'll be waiting for a minimum of eight players before we start.
I've designed several new game play elements, so I'll need time to add those into the rules. The basics of the game will however remain the same.
There was a hiss of escaping gas from the cryopods lined up along the wall. One by one, their status lights turned from green to yellow to white. The cryopods' covers opened, spewing forth a fog of condensed gas and water vapour. The occupants of the cryopods groggily stumbled out, their implanted fluid intake valves gleaming in the light. No one knew where they where or what they were doing. Only a dim, half-remembered memory prevented a general panic. A door slid open at some unseen cue. The mass of humanity, uncertain of what to do, walked through it.
A cry of relief arose from those upfront, upon seeing the clothes hanging neatly on racks. The idea that they would be forced to walk around naked had entered a few peoples' minds. The clothes were comfortable and strong, ideal for work. Some were obviously surplus military uniforms, their badges and identification marks ripped off. Others were more stylish, yet just as practical. Each jacket and shirt had a badge with the words ESS embroidered on it. When another door opened, the mass of humanity had turned into a ragtag army.
The army of humanity walked through corridor after corridor, the doors on either side of them locked tight. Their destination was a large auditorium, with a large screen on one side of the wall. Other masses of people, having undergone similar journeys, also filed in. A babble of voices ensued, as friends greeted friends, husbands wives, and sibling hugged siblings. If anyone noticed a lack of children, it was only in passing. No one had had living children anyways. What worried people more was the appearance of friends and family. What could have etched those lines of worry in their faces, or caused their hair to turn prematurely white? Had ten years passed in the blink of an eye, or something else? No one knew, and any further reflections were halted as a chime sounded, and the screen flickered to life.
The picture of the old man that appeared was too far down the uncanny valley to be anything other than a computer simulation. The letters ESS were projected on the background, on a field of stars. Yet the old man was wearing an officer's uniform from the USSE. As soon as the noise died down, he spoke. "Greetings, I am Osiris-1, artificial intelligence of the ESS Pwenet. I estimate that your time in cryosleep has eroded a year from your memories. If you can remember anything from the year 2057, consider yourself lucky. The Grand Vizier has created this message to remind you of your message."
The appearance of the Grand Vizier elicited hushed comments from the crowd. He looked old and decrepit. His hair was gone, and his mouth turned downwards in a permanent frown. His face was covered in wrinkles, and his eyes were dull and listless. Yet when he started talking, he slowly began to change. His eyes regained some of their lost fire, and his face lit up. "Hello fellow men and women, and once again allow me to welcome you aboard the Earth Space Ship Pwenet. Your long stay in cryosleep has no doubt erased any memories related to the Pwenet, so allow me to remind you of your purpose."
A picture of an alien planet appeared beside the Grand Vizier, too sharp and crisp to be anything but a live feed. "You are the first interstellar colonists from humanity. The ESS Pwenet is currently orbiting the planet E-43C, which itself orbits a sun-like star. Our observations show that it contains liquid water, and a breathable atmosphere. In short, an ideal plant to colonize. When the existence of the Pwenet was first announced to the public, millions applied for a cryopod. You, talented men and women, were the lucky ones who were chosen for this mission. The ESS Pwenet is fully equipped for every possible terrain that you may encounter, and your skills and bravery are enough to see you through the tough times that lay ahead." He salutes the camera. "Good luck, men and women. Remember, humanity is looking to you for the future."
The image of the Vizier was replaced with Osiris-1. "E-43C is more ideal than once thought. Primitive life already exists on the planet. The robotics probes I have sent down to the planet indicates that they are edible." He pauses for a moment. "The native plant life will have to be quickly bred into crops, to compensate for the loss of our seed stocks." The last comment brought hushed whispers from the crowd. "The planned message from the crew will be skipped, as they are in no shape to give the message." The picture on the screen turned to a map of the ship. "Passage throughout the ship will be allowed after this message ends. However, please be aware that parts of the ship are declared off limits." Most of the back half of the ship turns red on the map, while other sections turn purple. "The parts of the map marked in red are off-limits until they can be reattached to the ship. The crew quarters highlighted in purple as closed as well, until the remains can be properly disposed of. Have a nice day." When the doors to the auditorium opened, the swell of humanity pushed through, uncertain for the first time about the future.
From before the first game. Refer to it for the history of Earth after 2055.
May 24, 2012 - The UN, in a controversial movement, imposes taxes upon its members. As a counter-balance, free trade is promoted along its members as well. Many countries leave the UN in protest, but many third-world countries join up, enticed by the prospect of free trade.
July 1, 2012 - In an effort to add more members to the UN, an embargo is placed against all goods coming into its member countries. Only countries that are part of the UN are exempt from this.
2012-2024 - A domino effect occurs, as countries join to avoid the embargo, prompting other countries to join to avoid the embargo in their traditional markets for their goods. The US and China are the last to join. The US joined due to economic necessity, while China joined due to diplomatic necessity
2012: Political Uneasiness in Australia, due to the economic embargo and global warming.
2013: Greenland leaves the UN in protest.
2012-2020: Argentina remains in the UN despite the taxes and prospers during the time of free-trade as it's economy further modernizes. Infrastructure is thoroughly modernized enabling easy travel throughout the country and encouraging growth in industry and population. Many immigrants begin to enter Argentina for the vast economic opportunities.
2013-2020: Gangs of armed men and women start to appear in Australia, harassing the country. The police and armed forces arrive to deal with the situation. As the gangs in Australia become more powerful, the police have a harder time controling them.
2017: Government in Greenland breaks down due to unbearable UN embargoes. Anarchy ensues.
2018-2040: Various military puppet regimes in Greenland begin to take power, each overtaking the other.
2019: On the hundredth anniversary of the October Revolution, protesters fed up with the Russian regime's corruption and mismanaging of the economy topple the government and create a democracy.
2020: The Australian gangs unite and name the super-group Halsantium. Halsantium groups appear all over the world, though they never enjoy the same amount of power as they have in Australia.
2022: Halsantium liberates Australia, and takes political control. Various Halsantium leaders in other countries are deported to Australia. Halsantium pulls Australia out of the UN, causing economic unstability, thus strengthening Halsantium's position.
2023: An unnamed man, known as "The Emperor", takes control of Australia. Civil war briefly erupts, when various high-ranking Halsantium officials oppose "The Emperor". They are quickly crushed.
2024-2051 - The UN begins a series of programs to improve the standard of living in most of its members. As a result, the GDP rises in most third and second-world countries. Additionally, steps are taken to combat global warming, with the reduction of CO2 emissions, though scientists warn that it would take many years for the effects to fully disappear.
2025: First great wave of migration from India, due to massive monsoons caused by global warming. Christianity becomes the mandatory religion of Argentina, despite the growth of Islam around the world. Much of this is thanks to Freshman Politician, Viscoth Norrec, who pushed this through the Argentinian Congress in order an attempt to slow immigration from the Muslim nations until the current population could be assimilated.
2028: Wit emigration from the Middle East, Moscow becomes the largest Muslim city in the world. Work on the Great Mosque begins.
2029: With temperatures sky-rocketing, large amounts of farmland is created in Siberia, leading to a population boom in Russia and its trading partners.
2035: With year-round commerce now possible through the Arctic, Russia is regaining it status as a commercial power. The largest Christian Church in all of human history is build in Buenos Aires, Catedral Nacional de Buenos Aires, it can hold up to 150,000 people for one service. With Australia under The Emperor's complete control, only people left alive are those that belong to Halsantium and are completely loyal to him.
2037: Islamic Terrorists attempt to destroy the Catedral Nacional de Buenos Aires, but fail. This results in a much stricter immigration policy and a wave of nationalism sweeping the country.
2040: Uniformed military is now in affect in Australia. The UN bitterly opposes this move, but this conflict stops short of armed warfare.
2041: The militaristic Bulgarian zavladee regime takes power in Greenland. Its regime is marked by oppressiveness and military buildup.
2042-2053: The death rate in Greenland sky-rockets.
2044: Samuel Wright is elected pope. Later that years, he is recored saying that all Catholics should unite the world under a Theocracy under the rule of the LORD. Due to the decline of Catholicism, few people take this seriously.
2045: After eight years of attempted terrorist attacks Viscoth Norrec is elected president of Argentina and vows to put a stop to the attacks against Argentina.
2047: Hindu Terrorists attack on Moscow's Great Mosque, sparking off inter-religion war in the capital. Australia drafts Operation: Black Dawn, in preperation to liberate the world for Halsantium, after an incident with UN forces. Operation: Black Dawn is quickly shelfed, but not forgotten, due to the relative weakness of the Australian military.
2049: With his call to end religious conflict and for a return of reason and order, Vladimir Putin III and his Neo-Bolshevik Party win the elections. Despite growing efforts of terrorists to overthrow Argentina, Viscoth Norrec is re-elected and his first action is to withdraw from the U.N. for their inability to provide any assistance in dealing with these terrorists. Argentina sends many Special-Ops units around the world to begin fighting the terrorists.
2050: Russia pulls out of the UN. The unemployment from the resulting trade embargo helps to fuel a nationalist craze, allowing Vladimir Putin III to abolish the constitution. Also the first year when the average yearly temperature did not rise. It is generally believed that the world will return to normal in the next 50-150 years.
2052: All home-grown terrorist organizations are crushed, and the foreign-born terrorists are occupied by military, the country is safe at last. The nation begins advanced scientific research in order to stand up against any attacks brought by the U.N. or any other forces.
March 30, 2052 - In an unpopular move to reduce the independence of its member countries, the UN disables and destroys all nuclear and fusion weapons, along with a general reduction in military power. Russia joins in and destroys its nuclear stockpiles as well, in a deal to lower the tariffs on its food exports, still its greatest source of revenue.
January 2, 2053 - Several alien ships crash-land on earth. While rumours circulate that the President of Argentinia or the Dire Sultan knows about these ships, the UN dismisses them, claiming that they are false.
2053: The Argentinian Weapons Development program begins advancing at a pace not-matched anywhere in the world. Soon Argentina has an equivalent military force to any other nation in the world. Viscoth Norrec is reelected and is given much enhanced executive powers. All units that were else-where in the world are recalled to Argentina as the country enters a strictly isolationist period, devoted to researching the alien artifacts.
2054: In his XX Annual Congress, the Neo-Bolshevik Party declares that "We shall unite the thought of Lenin and Stalin. Socialism shall be international and in one and unique country. To achieve that aim, we shall invade the world!" The speaker is none other than Sheb, the new ruler of the Bolshevik Union. Tensions increase between the UN and Russia, until Russia suddenly backs off. UN officials worry that Russia is rebuilding its nuclear stockpile.
2054: In a preemptive strike, Russia attacks Greenland, defeating the military in seven weeks. The incident contributes to tensions between the UN and Russia.
April 10, 2055 - Several groups of international terrorists attack the UN headquarters in Pretoria, South Africa. Armed with advanced weaponry and armour, they easily kill the guards and the head of the UN. That Other Asshole from Russia and the Emperor of Australia deny that they had any involvement.
April 12-August 9, 2055 - Faced with the UN's inability to deal with these terrorists, many countries leave the UN, prompting a build-up of military forces.
August 10, 2055 - With the annex of Italy by the Pope and his holy crusade, World War Three breaks out. Only three countries, the US, China and what is left of the UN have the resources to tackle the advanced weaponry of the Vatican, Russia, Turkey, Australia, and Argentina.
2055: Argentina becomes the base of the "Imperecedero Imperio" as Argentina is now ready to expand to attempt to become the world's only superpower. After years of gathering dust, Black Dawn now in action.
2055: The ROIF takes power in Greenland, utilizing the leftover troops from the zavaldee regime.
The unit type on the left is the attacking unit, and the defending unit, as indicated along the top. If the attacking unit is effective against the defending unit, it gets a %50 bonus to its attack power. If the attacking unit is weak against the defending unit, the defending unit gets a %50 bonus to its attack when it counter-attacks. If the effectiveness is normal, nothing happens.
Combat is made up of several combat rounds, which is comprised of three steps:
Step 1: Choose a Target:
First, a unit chooses a target. A unit will always attack a unit that it is effective against first. If there are multiple targets, or multiple units that it is effective against, a target is randomly chosen.
Step 2: Attacking:
The actual combat round starts with all modifiers being added to the attack of the attacker, and all modifiers being added to the defence of the defender. Next, the two numbers are added together, forming N. A random number is then generated, with the lower bound being 1, and the upper bound being N.
Step 3: Result:
If the random number is under the attackers attack, then the attack is successful and the defender is destroyed. Else, the defender survives, and may get to counter attack.
When combat starts, it is usually the attacker who goes first, though in certain cases (Based on research/units abilities etc.) some or all of the defenders goes first. After a unit has attacked, its target gets an counter-attack if it survived. A unit may not counter-attack after a counter-attack, even if it survived. After all of one side's units have attacked, the other side gets to attack. Thus, combat could go like this:
Side 1 is attacking with a unit of infantry and a unit of light armour.
Side 2 is defending with a unit of artillery and a unit of infantry.
Since Side 1 is the attacker, its units get to attack first. It's unit of infantry attacks the unit of artillery, since it is effective against it. The unit of infantry succeeds in it's attack, and destroys the unit of artillery.
Next, the unit of light armour attacks the unit of infantry, since it is effective against it. The attack is unsuccessful, and so the unit of infantry gets to counter attack, but preforms no better.
It is now Side 2's turn, and since the unit of infantry is not effective against any of Side 1's units, it randomly attacks one of them, picking the unit of infantry. The attack fails, and the resulting counter-attack succeeds, killing the last of Side 2's units, and ending combat.
Changes to combat:
When a side misses three times, its turn is skipped.
Naval units can only attack during the first turn of combat. However, they can only be attacked during the first turn of combat.
If all land units are killed, all air units will flee during their turn. However, they will not flee during the first turn, allow "bombing" campaigns and airstrikes.
Defeated units have a chance to survive after a battle.
Generations: In the game, units are divided into generations, with each generation having their own basic and special units. The maximum generation number for your country is based upon your Weaponry or Defensive Systems tech, whichever one is lower.
Technologies:
Technologies are now divided into two groups. Ranked technologies and named technologies.
Named technologies act like the technologies in the previous game. They're technologies that only have to be researched once for you to gain their full benefit. Named technologies can create units, or new game play mechanics, or even new ranked technologies. Named technologies are usually more expensive to research than ranked ones, but they can be better tailored to suit your situation.
Ranked technologies as technologies that have ranks, and can be researched to increase their rank. Each increase in rank offers higher bonuses, based on the technology. Ranked technologies are usually cheaper to research than named technologies. Unless otherwise noted, the maximum rank is 10. The current ranked technologies are:
Officer Training: Increases the possible starting skill of your commanders by 25.
Logistics: Increases the total number of armies by 3. Each province gains +1,000 to manufacturing. Armies can hold a number of units less than or equal to (10 + (5*Rank))
Manufacturing: Each province gains +10,000 to manufacturing.
Economy: Increases the income of all provinces by +$5,000.
Education: +$10,000 to research each turn per rank.
Morale: Increases survival rate by +5%
Signalling: Increases base initiative by +10%, towards your side.
Colonization: Increases the colonization success rate by +5%
Weaponry: Increases units by +2A if their generation is below this technology's ranking. Can increase generation number.
Defensive Systems: Increases units by +2d if their generation is below this technology's ranking. Can increase generation number.
Espionage: +5,000 free EPs per rank. Conducted missions have +10% chance to succeed. Allows you to conduct espionage.
Counter-Espionage: -1,000 EPs towards you each turn. Missions conducted against you have -10% chance to succeed. Allows you to conduct espionage.
ICBM Technology: ICBMs have a +15% chance to hit. Allows you to construct ICBMs.
Missile Defences: ICBMs have a -15% chance to hit your units or countries. Allows you to construct ICBMs.
AI Technology: Increases the effectiveness of future AIs by 10%. Allows you to contruct AIs.
There are two parts to an ICBM, the base and the warhead. To launch an ICBM, you need a base and a warhead in the same country at the start of the turn. You can't move/buy them and launch on the same turn. When launched, the ICBM can target any unit in any country, no matter how far away it is. Each piece of an ICBM moves like a regular unit, but can't invade countries. When the country it is in is invaded and taken over by an enemy, it has a (80 + 10*Your signalling rank - 10*Enemy's signalling rank)% chance to be destroyed, to prevent it from falling into enemy hands. Any parts not destroyed can be moved and used by the enemy.
SUCCESS OF ICBM:
The chances for success when launching an ICBM depend on two things, the bonuses from its component parts, and the ICBM defences of that country. The chance to hit is thus (ICBM chance to hit + warhead's bonuses (If any))- ICBM defences of that country.
EFFECTS OF ICBM:
Depends on the warhead. Generally, it's an attack on one or more units in that country. ICBMs are considered effective against all sea units (except for submarines).At the risk of making this game more complex, AIs will be done as follows:
There are four parts to your AI.
Name: Fluff, mostly. You can change the name at any time to suit your needs.
Type: How the AI was made. Affects its stats and the ability to preform jobs.
Efficiency: The main (And only) stat of an AI. It affects anything it does, and is based on the efficiency of its processing power (hence the name). The maximum is 100%, minimum 1%. Obviously, you want to maximize this as much as possible.
Traits: AIs can have traits, even if they don't always have personalities. Traits are the various quirks that an AI has which can affect how the AI preform or act. However, some traits are mere fluff.
Rampancy: A quick word about rampancy. Rampancy is a state where an AI is no longer following orders, but instead has, in effect, gone rogue. Rampancy has many different causes, such as mental instability, a virus, or it simply doesn't agree with your actions any more. Since an AI preforms several hundred times more calculations per second than a human, rampancy can occur very rapidly. However, rampancy is not very common. Indeed, the chance is less then a fraction of a percent each month. On the other hand, if an AI is not actively engaged for several months, the chance skyrockets.
Jobs that an AI can preform: (Feel free to ask for more.)
Manage Economy: The AI is hooked into the infrastructure of a country, managing everything from interest rates and stock prices to stoplights and deliveries. The AI grants a bonus to your income based on its efficiency times the income of that country. There are several additional bonuses as well. The AI can listen in to phone calls and other forms of communication, decreasing the chance of rebellion in that country and espionage activities overall.
Command Armies/Navies: Hooked up into a mobile HQ, an AI can direct your men or ships in an campaign. The AI will add its efficiency to your side when initiative is calculated, as the AI can out think the enemy generals. Additionally, the AI can assist any semi or fully autonomous troops, offering an increase in attack and defence. The increase is based on the AI's efficiency. Unless the AI is attacking or defending each turn, the chance for rampancy will increase, though it will return to normal once several battles are fought.
ICBM command: The AI controls the launching and trajectory of your ICBMs, making adjustments mid-flight. The chance for an ICBM to hit is increased by the AI's efficiency. Note that since the launching of an ICBM occurs in such a short period, several ICBMs will have to be launched to keep the chance of rampancy low.
ICBM defence: The AI takes command of any ICBM defences, shooting down incoming missiles. The chance for an ICBM to hit your country is decreased by the AI's efficiency. As before, the several ICBMs must be launched at your country to keep the chance of rampancy low.
Research: The AI turns its processing power to one research project that you are undertaking. Each percent of efficiency is equal to 1000$ funding. Research will fully engage an AI.
Some people have expressed interest in espionage, so I suppose that I should create a system. The lynch-pin of this system are Espionage Points (EP). EPs are a reflection of the amount of men, equipment and knowledge is dedicated to the spying of another country. (If you played Civ 4, you might have an idea of how this works.) To purchase 1 EP, you must spend 1$. To conduct any form of espionage, you must have at least 50,000EP against the country to wish to conduct missions in. (ie, and investment of 50,000$)
If you have enough EPs, information can be passively transferred to you. The amount of EPs needed is based upon the amount of countries owned. With enough EPs, you can figure out what your opponent is researching, and where his hidden troops are. With enough EPs, you could also listen in to encrypted radio signals, though be that point, you would have more than enough EPs to simply steal the radio code.
Of course, you can also use your EPs to carry out missions against your enemies. Beware, as conducting missions will reduces your EPs. After all, equipment breaks, information becomes out of date, and men can be killed.
Missions: (Feel free to ask for more.)
Steal Technology: EP cost: 25,000 % of success: 33
Effect: Your progress on the technology you stole is increased by (5% * Espionage rank + 50%)
Sabotage: EP cost: 12,500 % of success: 66
Effect: A province loses (3 * Espionage rank) worth of income for 1 turn.
Discover Troop Movements: EP cost: 5,000 % of success: 50
Special: The espionage bonus for different a ethnicity government can apply to this mission.
Effect: One army loses (5% * Espionage rank) initiative for the next turn.
Discover Enemy Agents: EP cost: 10,000 % of success: 75
Effect: You gain an estimate of enemy EP points towards you (100 - (10% * Espionage rank))accuracy
Counter-ops: EP cost: NONE (See Special) % of success: 100
Special: Money is used instead of EPs. Any amount can be used.
Effect: The amount of EPs directed towards your country is reduced by the amount of money spent, plus or minus 10%.
The EPs reduced will be divided proportionally among all the countries that have EPs towards you.
Sabotage Research: EP cost: 30,000 % of success: 33
Effect: Progress on one enemy research is halved.
Start Rebellion: EP cost: 50,000 % of success: SPECIAL
Special: The chance of success is based upon the normal chance of success for a rebellion in that province, plus 10% * Espionage rank.
Effect: Several units of infantry will be created in a targeted country.
If the infantry defeat the defenders (or there are none to begin with), the target province will join their racial country or join yours (Your choice).
The strength of the infantry will be based upon your strongest basic infantry, as you supply them with weapons and equipment.
Steal Ciphers: EP cost: 10,000 % of success: 33%
Special: The % of success decreases to 16 if you conduct this mission on the same country for two turns in a row. The espionage bonus for different a ethnicity government can apply to this mission.
Effect: You gain access to any hidden information the targeted country has.
Decode Ciphers: EP cost: SPECIAL % of success: SPECIAL
Special: This mission costs $5,000 to undertake.
Effect: This mission always succeeds. The roll for success still takes place. You will always gain access to any hidden information the targeted country has. However, depending on the result of the mission, the information may be altered to changed in some way. If the result was specially terrible, you might receive a random jumble of meaningless symbols.
Initiative works like thus In every battle, the initiative starts at 0%. At 0%, the attacker gets to have a full round first, then the defender etc. Bonuses to initiative go to either the attacker's or defender's side, and cancel each other out. If the defender has more initiative, each of his units gets a chance to attack before the attacker's full round, the chance being based off its initiative. If the attacker's initiative is higher, some of there units can attack before their full round. In effect, they can attack twice. The chance for this to occur is equal to the attacker's initiative. (ie, if the initiative was 25%, a quarter of your units could attack.)
As per requests, the roleplaying thread is
here. The main thread is for posting your turns only. Anything else should probably go in the roleplaying thread.