Balance of Power: 1953 - 1984 (players needed)

For completed/abandoned Mish Mash Games.
mishka
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Post Post #0  (ISO)  » Fri Jul 01, 2011 6:32 pm

Play as a nation which has "player needed" next to the nation's leader, so that you may decide the course of history. If all nations are taken, you may request to join as an NPC.

Image
Year: Early 1953 [Map updated when necessary]
Chance of Nuclear War: 5%
=
-United States of America-
US Credits: 500
President: Player needed
Popularity: Moderate
Stability: 6
Prestige: 0
Military Units: 7/10 [-3, 1 in West Germany, 1 in Austria and 1 in South Korea, -9 maintenance]
Nuclear Level: 5/6 [-8 credits, nuclear missiles deployed to Turkey]
Space Race Percentage: N/A
Economy: +19 credits
Debt: 0
Credit Income: +36 [+3 Panama canal control, +5 Saudi oil, +2 South African uranium, +1 Pakistani cotton, +1 Pakistani jute, +1 Venezuelan oil, +1 Brazilian coffee, +1 Colombian coffee, +1 Colombian petroleum, +1 Chilean copper, +1 Liberian diamonds, +1 Cuban sugar, +8 international trade, +10 allied trade, 5% growth rate]
Conflicts: Fighting North Korea [Ceasefire]
=
-Union of Soviet Socialist Republics-
Soviet Credits: 300
General Secretary: Player needed
Popularity: Somewhat high
Stability: 6
Prestige: 0
Military Units: 12/14 [-2, one in East Germany, one in Austria, -7 maintenance]
Nuclear Level: 4/6 [-6 credits]
Space Race Percentage: N/A
Economy: +14 credits
Debt: 0
Credit Income: +18 [+2 Romanian oil, +2 international trade, +16 allied trade, 10% growth rate]
Conflicts: None
=
-People's Republic of China-
Chinese Credits: 50
Chairman: Player needed
Popularity: High
Stability: 5
Prestige: 0
Military Units: 18/18 [-6 maintenance]
Nuclear Level: None
Economy: +7 credits
Debt: 0
Credit Income: +5 [+3 international trade, +1 allied trade, 10% growth rate]
Conflicts: None
=
(Note that you cannot do more then a total of six actions per turn, this includes doing the same action multiple times in one country)
-
Diplomatic/Domestic Actions
Influence NPC nation (-2 credits)
Push for reforms in NPC nation (-3 credits)
Negotiate End of Conflict (-3 credits, can only be done for NPC-NPC conflicts (such as NPC nation vs. rebels))
Aid NPC nation (-10 credits, improves stability and possibly military of target nation)
Massive Aid to NPC nation (-50 credits, improves military, and greatly improves economy and stability of target nation)
Invest in NPC Nation (-30 credits, reduces stability of target nation, may increase export bonus or economy of target nation)
Improve Domestic Economy (-10 credits if economy is at least +0, -15 if at least +3, -25 if at least +5, -35 if at least +8. Must not have rebellions or in conflict, and economy must be lower than +12. If economy is above +6 then there is a random chance of success or failure. Can only do this action once per two years.)

Covert Actions
-
(Note that if you do a covert action but don't get news of the results, but your treasury was effected, then assume it failed but wasn't caught.)
-
Destabilize nation (-2 credits)
Frame foreign nation (-2 credits, pick nation, then framed nation, will frame nation, causing loss of relations with other nation)
Economic Sabotage (-3 credits, will possibly disrupt any bonuses and will possibly reduce stability)
Fund political opposition in country (-3 credits, cannot be done against totalitarian dictatorships with stability greater then 2)
Aid Rebel movement (-4 credits)
Massively fund rebel movement (-10 credits, greatly boosts rebel movement, rather obvious)
Set up rebel movement in nation (-10 credits, only -6 credits for communist countries to set up rebels in other countries)
Coup government (-8 credits)

Military Actions
Deploy/withdraw units (-1 credits from nation each deployed unit, good for preventing wars, increasing/safeguarding stability and fighting rebel groups, but possible decrease in relations for neighbors)
Send military aid (-6 credits, strengthens target country's military)
Bomb nation/rebel group (-3 credits, nation becomes enemy and diplomatic relations with other nations decrease, will hurt stability, economy, and possibly military of bombed nation)
Recruit military unit (-8 credits, may reduce economy)
Conscript military unit (-6 credits, may reduce popularity, economy)
Increase nuclear program (consult nuclear cost table for cost, gain prestige)
Decrease nuclear program (will increase credits by amount determined by GM, lose prestige)
Deploy Nukes to Location (-5 credits, gain prestige, if opposing nation allows it to slide then they lose prestige, nuclear level must be 5 or higher)
=
Rules

Starting and ending whenever, the goal of the game is to gain the most prestige while avoiding nuclear war. The game is played VIA private messages. I send a credit report to each player for the turn and they select a list of actions they wish to do. This usually takes place every day or two days. You can do up to 6 actions per turn.

Success of some covert actions are dependent on stability + economy of target nation. Stable prosperous states are relatively impervious to coups and rebellions.

Deploying nuclear weapons in a friendly country increases the chances of nuclear war occurring. A chaotic world in general also increases chances, such as war or superpower promotion of foreign regime changes. Accordingly, seek to minimize conflict. Proxy wars are the way to go, whereas coups are prone to inciting superpower conflict. God help you invasions are absolutely last resort. Any power attacking a nuclear opponent two levels or more below his own nuclear level is able to achieve nuclear primacy - effectively saturating and incapacitating the opponent's arsenal and avoiding MAD.

The maintenance cost for the top two nuclear levels are also effected by global instability and time, reflecting the natural expansion of major nuclear arsenals.

Nuclear war ends the game. No one wins in nuclear war (unless it's nuclear primacy). Seek to keep the chance of it at 0% whenever possible.

The space race is also simulated, beginning in early 1961. Every year (early 1961, early 1962, early 1963, etc.) the US and Soviet players can spend credits to increase their chances of landing on the moon, which will normally around late 1969. If your country's chance is at 0-30% it costs 10 credits, from 30-60% it costs 20, and from 60-90% it costs 30. If both countries spend money at the same time there is a chance that neither chances' change. Chances can change upon each spending by either 10% or 20%. Reaching the moon nets you 30 prestige.

Debts siphon credit income away the larger they get, and if left unattended can slowly grow over time. Capitalist countries have the benefit of lower interest rates.

Going to war costs nothing. Wars will generally be long unless you have a clear advantage over your opponent. Long wars reduce popularity and stability. If going to war, specify how many troops you want deployed. Deploying a military unit to a landlocked country not bordering yours requires a military unit in a neighboring country due to supply lines and the like. For example, to deploy units to Austria, you'll need a unit in Germany.

Rebels and separatists obviously both undermine governments. Rebels with 0 units indicate groups fighting the government covertly.(Otherwise known as terrorists) To defeat rebels, you can either throw money at the problem (see actions list) or send in troops, which will cost you as much as deploying them in a foreign nation would.

=Nuclear Cost Table=
Building reactors: -5 credits, will take three years to build
Building lvl 1: -5 credits
Building lvl 2: -10 credits
Building lvl 3: -15 credits
Building lvl 4: -25 credits
Building lvl 5: -40 credits
Building lvl 6: -65 credits
Last edited by mishka on Fri Jul 01, 2011 7:24 pm, edited 4 times in total.

mishka
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Post Post #1  (ISO)  » Fri Jul 01, 2011 6:35 pm


Cybele
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Post Post #2  (ISO)  » Fri Jul 01, 2011 7:26 pm

Very interested. Reading now. Likely going to /in as a neutral and let someone else have the world powers.
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CSL
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Post Post #3  (ISO)  » Fri Jul 01, 2011 7:30 pm

/in as neutral
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Cybele
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Post Post #4  (ISO)  » Fri Jul 01, 2011 7:35 pm

/Belgium
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kiwieagle
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Post Post #5  (ISO)  » Fri Jul 01, 2011 7:35 pm

CSL wrote:/in as neutral
Not never dead.

mishka
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Post Post #6  (ISO)  » Fri Jul 01, 2011 7:40 pm

...
uh.
How very descriptive of a request.
Here's the admissions process:
Players request a specific nation.
The player nations are listed in the post for the current turn.
Player nations without players may be request and immediately given.
People may request NPC nations if all player nations are taken.
People may not switch nations.
There is no nation named "neutral."

CSL
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Post Post #7  (ISO)  » Fri Jul 01, 2011 7:42 pm

neutral as in NPC.

You cannot force people to play a slot they don't want to play in. Golden Rule and whatnot.

Limit NPC stuff to about 5 or 6.
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Cybele
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Post Post #8  (ISO)  » Fri Jul 01, 2011 7:45 pm

I contend that we understand how to apply.
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mishka
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Post Post #9  (ISO)  » Fri Jul 01, 2011 7:49 pm

How the game is run. NPC nations stand around and do nothing. For the exception of a historical war.
People may wait until a slot is available. GM rule and what not.

This game is run differently from games typically run here.
Take that into consideration, perhaps.

I contend that we understand how to apply.

Request. In the thread. Which nation you want to join as.

Cybele: Accepted. I'll draw up stats for Belgium.

kiwieagle
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Post Post #10  (ISO)  » Fri Jul 01, 2011 7:50 pm

mishka wrote:How the game is run. NPC nations stand around and do nothing. For the exception of a historical war.
People may wait until a slot is available. GM rule and what not.

This game is run differently from games typically run here.
Take that into consideration, perhaps.

I contend that we understand how to apply.

Request. In the thread. Which nation you want to join as.

Cybele: Accepted. I'll draw up stats for Belgium.

Wait lemme see if I understand:

There are 3 main countries
The rest are NPC?

and the NPC arent thhat important?
Not never dead.

CSL
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Post Post #11  (ISO)  » Fri Jul 01, 2011 7:51 pm

If Canada is NPC, /in as them
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Cybele
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Post Post #12  (ISO)  » Fri Jul 01, 2011 7:53 pm

mishka wrote:
I contend that we understand how to apply.

Request. In the thread. Which nation you want to join as.
Cybele wrote:/Belgium
As I've said, I know how to apply for the bloody game.

mishka wrote:Cybele: Accepted. I'll draw up stats for Belgium.
I'm sure this was really hard to do, hrm?
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mishka
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Post Post #13  (ISO)  » Fri Jul 01, 2011 8:14 pm

Kingdom of Belgium
Belgian Credits: 20
Prime Minister: cybele
Popularity: Mediocre
Stability: 6
Prestige: 0
Military Units: 3/3 [-3 maintenance]
Nuclear Level: None
Economy: +5 credits
Debt: 5 (-1 interest)
Credit Income: +4 [+1 Congolose uranium, +2 Congolese diamonds, +2 international trade, +3 allied trade, 5% growth rate]
Conflicts: None



I'm really hoping someone will fill the major powers first though.
and the NPC arent thhat important?

Well. They are a lower priority to fill.
Afterall, the cold war kinda hinged on two superpowers, named the United States and the Soviet Union.

CSL
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Post Post #14  (ISO)  » Fri Jul 01, 2011 8:23 pm

and you did not see the country i just picked, or are you well aware of it, mod?
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mishka
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Post Post #15  (ISO)  » Fri Jul 01, 2011 8:31 pm

Yeah. Canada ... isn't really that independent of the US in foreign policy during the cold war, so I do not allow you to apply as Canada. Otherwise Canada might do something spectacularly unrealistic.

kiwieagle
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Post Post #16  (ISO)  » Fri Jul 01, 2011 8:33 pm

Im debating to choose a suoerpower.



Hmmmmmmmmmmm
Not never dead.

CSL
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Post Post #17  (ISO)  » Fri Jul 01, 2011 8:34 pm

/Portugal?
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Cybele
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Post Post #18  (ISO)  » Fri Jul 01, 2011 8:36 pm

So we get to "decide the course of history" but anything to alternative to what really happened is barred?
Okay...
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mishka
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Post Post #19  (ISO)  » Fri Jul 01, 2011 8:40 pm

kiwieagle wrote:
mishka wrote:How the game is run. NPC nations stand around and do nothing. For the exception of a historical war.
People may wait until a slot is available. GM rule and what not.

This game is run differently from games typically run here.
Take that into consideration, perhaps.

I contend that we understand how to apply.

Request. In the thread. Which nation you want to join as.

Cybele: Accepted. I'll draw up stats for Belgium.

Wait lemme see if I understand:

There are 3 main countries
The rest are NPC?

and the NPC arent thhat important?

NPC countries are non player countries.

Cybele wrote:So we get to "decide the course of history" but anything to alternative to what really happened is barred?
Okay...

It very well depends on whether the country in question had the option of influencing history to begin with.

mishka
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Post Post #20  (ISO)  » Sat Jul 02, 2011 3:24 pm

Still need China, US, and Soviet Union. Don't be intimidated by the lack of freeformity

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Post Post #21  (ISO)  » Sat Jul 02, 2011 3:28 pm

mishka wrote:
Cybele wrote:So we get to "decide the course of history" but anything to alternative to what really happened is barred?
Okay...

It very well depends on whether the country in question had the option of influencing history to begin with.

...Will. Not. Sublimate. To. Urges. To. Scream. Nationalist. Profanities. And. Slogans.

brb, gonna try to relax.

grrrr...
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mishka
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Post Post #22  (ISO)  » Sat Jul 02, 2011 3:41 pm

https://secure.wikimedia.org/wikipedia/ ... _War_years

Canada has no colonies. The didn't export revolution, but maple syrup. They didn't fight against revolution, but they did peacekeeping.

Cybele, I might let you join, if you PMed me your plan of action. What exactly are you going to do with your resources that will greatly influence the outcome of the cold war?

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Post Post #23  (ISO)  » Sat Jul 02, 2011 3:45 pm

/out.
Not surprised that this is going to fail to start for a second time.
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Twistedspoon
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Post Post #24  (ISO)  » Sat Jul 02, 2011 3:46 pm

Is mars a country?
Last edited by Twistedspoon on Sat Jul 02, 2011 4:29 pm, edited 1 time in total.
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