This time the game will be a lot more structured in the background and somewhat more structured in the while still allowing everyone to do whatever they want.
The continent is divided in five regions similar to PMS1, each region has 4 players for a total of 20. Each region has a primary resource and each player chooses a secondary resource for their country. Apart from that all regions are identical.
The resources are oil, iron, gas, rare earth metals and minerals, all are equivalent.
All countries should also have a description of their government/culture, this has some effect on how your actions affect your approval rating and the effect of low approval.
A submission should contain this:
Country name
Region (from the list in the next post)
Secondary resource (oil/iron/gas/rare earths/minerals, different from your region's primary resource)
A short description of the government of your country.
Optional: Anything else you want people to know about your country.
There is one turn a week which correspond to ~3 months of in game time, each turn players get income and population growth and their spending is processed. The time between turns works on narrative time, so any response to a situation is assumed to be in a timely manner.
Players can spend their money on:
Soldiers/reservists/draftees
Fortification
Resources
Technology
Anything else you want
Everything in the ‘anything else you want’ category is translated to whatever is most applicable when appropriate.
There are the following 'technologies':
Infrastructure (does a bit of everything)
Education (makes spending on other tech more efficient)
Industry (improves income)
Healthcare (improves population growth)
Military (better soldiers)
Intelligence (better chance of protecting/finding out secrets)
At any point in time a country can shift to war footing, this has several effects on it.
At peace you can recruit soldiers and reservists for 100.000/50.000 each. Soldiers are better at combat but more expensive at 10.000 upkeep, while reservists have 4.000 upkeep. Draftees can not be recruited at all.
In a peace economy you can attack other players, but only with soldiers, reservists can only defend.
In a war economy you can also recruit draftees (50.000 training/4.000 upkeep), they'll disband when you go back to a peace economy. Soldier and reservist upkeep will also increase to 15.000 each. You can attack with reservists and draftees in addition to soldiers. When at war your army will also accumulate 'experience' (a combination of everything that makes things run smoother while preparing for and fighting a war) which makes them more effective in combat. You will not be able to improve your fortification level. The fortification you have will also degrade faster as will your economy.
Any actions you take in preparation or in a war reflects on your approval, so if you just want to kill things at least spend some money on propaganda and/or fabricating evidence of your opponent's wickedness.
Each attack by a player on another creates a separate war, the factors that determine both sides losses are:
1. The amount and type of combatants on each side
2. The military tech on both sides
3. The soldier xp on both sides
4. The fortification level on the defender's side
5. A role playing factor depending on whether one or both sides do something sufficiently intelligent/stupid/random.
If both forces are exactly equal in strength both will lose 10% of their combatants each turn.
If multiple players are fighting against a single player the defender splits their forces to fight each separately.
As a general rule: Soldiers are strongest per unit and most versatile. Reservists are less versatile, but cheaper and more cost effective if you're at peace. Draftees are weaker still, but they are a cheap way to field an army (using them is unpopular though).
Intelligence tech affects both intelligence and counter-intelligence, if it's high you'll get to know a lot about your opponents' secret plans and they don't get to find out about yours. Every secret project has a chance to be found out each turn by other players or the public. The chance of this is determined by your tech level, their tech level and the size of the project.
There is a form of inflation in the game, for one if a techlevel is high, it will cost more to upgrade it further, besides that, tech, economy, resource reserves and fortification degrade over time. For the most part, costs will not increase, but income and other things will decrease if not maintained.
If you suddenly find yourself earning less than last turn or your population growing slower that is probably the cause.
This game is run by me (inspiratieloos) and JDGA, if you want to take an action in secret or want to ask something without others knowing send a PM to both of us. Based on advice from izak, if you want some kind of event to happen or an epic speech spoken you get to write it yourself. If it involves something significant happening, tell us what you want to happen, then we'll tell you how good/bad it goes and fill in any numbers, you get to write the story of how things got to that conclusion.
Any out of thread communication between active players is allowed, quoting mods' or other players' PMs isn't, paraphrasing is allowed. You are allowed to lie about communications, but this will create a covert project to keep the truth hidden (in case of falsely paraphrasing another player you must inform the mods of the lie).