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#Post#: 2372--------------------------------------------------
Welcome to YWTWS
By: Peaceman Date: April 24, 2013, 3:17 am
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[center][IMG]
HTML http://imageshack.us/a/img834/6410/coverptm.jpg[/img][/center]
Welcome to Yesterday, when the war started. This is a forum game
with a 1950's technological theme. That is not the cultural
theme, so fill free to be creative in your "work".
All Forum rules apply. BUT more importantly the GOLDEN RULE
applies. Treat everyone as you would want to be treated, be
respectful.
GODMODDING - Lets not ok. To be clear, you can only post about
your country, units, people, etc. You WILL NOT make actions
occur to another players country, units, peoples, etc.
When posting, if what you're posting deals only with your
country and has no effect on others post it in your countries
thread.
If your story or action affects others, post it on the world
action thread.
If you have OOC comments, questions or arguments, or are someone
not playing that wants to leave a comment post it on the Oracle
thread.
If you are participating in the weekly contest post your art in
the contest folder.
"Drop to many" - This is the method of play used in the previous
game, albeit modified... Every week each country will be
assigned a country to give a "story" to. This is the only time
you can cause effects on another country, but remember that
country will eventually be giving you a story. The "story" can
be good or bad, can be short and sweet or complicated.
Meanwhile... You will be working towards your countries goals,
attempting to get the best price for your trading goods, making
alliances, and maybe establishing a new empire.
As has been mentioned already we will have a weekly contest. One
for Artwork and one for story, the winner will receive an in
game award.
#Post#: 2377--------------------------------------------------
Re: Welcome to YWTWS
By: Peaceman Date: April 24, 2013, 6:38 am
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Country Creation
Procedure
Step 1. Choosing country location, government, economy and
leader (Step1 Below)
Step 2. Fill out Nation Card your nation has 30 points to spend
on statistics (Step2 Below)
Game "Turns"
Every week is a game time month. Meaning a real day typically
equals one game week.
Every real world week is an economic "turn".
We will now start building our countries.
Part One
Step 1. Civilization Name:
Step 2. Choose a Government (These modify your finished Nation
Card and can give you a 6)
Governments can vary to be whatever you want it to be. The only
exception that must be made is that you must have a head of
state who has to have one of the leader traits mentioned. You
must also post how often your leader changes, etc. If a leader
lives too long or has some bad luck in an update, I will create
a new leader based on naming schemes. There is an exception. If
you are a monarchy or otherwise hereditary government, new heirs
will be born occasionally and will inherit the throne when your
leader dies. If none hereditary you can name your own heir or
simply deal with it only when the time comes (probably not a
good idea).
Government types:
Authoritarian ( -1R/+1O ) - a political system controlled by
unelected rulers who usually permit some degree of individual
freedom.
Communism ( -1I/+1G ) - characterized by single party rule or
dominant party rule of a communist party and a professed
allegiance to a Marxist-Leninist communist ideology. A state of
the working class.
Constitutional Monarchy ( +1P/-1R ) - A government that has a
monarch or emirate, but one whose powers are limited by law or
by a formal constitution.
Constitutional Republic ( +1P/-1R ) A government whose powers
are limited by law or a formal constitution, and chosen by a
vote amongst at least some sections of the populace.
Democracy ( +1P/-1R ) - Rule by a government chosen by
election where most of the populace are enfranchised with the
right to vote.
Dictatorship ( -1P/+1G ) - Rule by an individual who has full
power over the country.
Fascism ( +1R/-1P ) - Fascists seek rejuvenation of their
nation based on commitment to an organic national community
where its individuals are united together as one people in
national identity by supra-personal connections of ancestry,
culture, and blood through a totalitarian single party state
that seeks the mass mobilization of a nation through discipline,
indoctrination, physical education and eugenics.
Monarchy, Tsardom or Emirate ( V ) - Rule by an individual
who has inherited the role and expects to bequeath it to their
heir.
Oligarchy ( V ) Rule by a small group of people who share
similar interests or family relations.
Plutocracy ( V ) - A government composed of the wealthy
class. Any of the forms of government listed here can be
plutocracy.
Republic ( +1P/-1R ) - a form of government in which the
people, or some significant portion of them, have supreme
control over the government and where offices of state are
elected or chosen by elected people.
Socialism ( +1P/-1I ) State Socialism advocates for the
nationalization of the means of production, distribution and
exchange as a strategy for implementing socialism. Social
Democrats advocate redistributive taxation and government
regulation of capital within the framework of a market economy.
Libertarian Socialism advocates direct worker's control of the
means of production without relying on state power to achieve
such an arrangement, while also opposing parliamentary politics
and state ownership over the means of production.
Theocracy ( +1R/-1T ) - Rule by a religious elite.
Totalitarian ( -1P/+1R ) - Totalitarian governments regulate
nearly every aspect of public and private life.
R = Resilience, P = Population, O = Offensive Power, I =
Industry, T = Technology, G = Ground Power, V = Varies (means
further choice is required to define this type of government
antagonistic monarchy)
Step 3. Choose an Economy the ability of the economic systems
principals to deal with economic problems. (These modify your
finished Nation Card and can give you a 6)
economic type:
Capitalist-Nationalist (Mercantilism) ( +1I/-1P ) Nationalist
economy whose goals are to advance national business interests.
Free Market Capitalist (Laissez-Faire) ( +1I/-1R ) Supply and
demand are allowed to reach natural equilibrium without
government intervention. Private ownership is key.
Social Market Capitalism ( +1R/-1O ) Free market system with
government intervention. State provides significant social
security, unemployment benefits and recognition of labor rights
through national collective bargaining laws
Communism ( -1T/+1P ) - Common ownership of the means of
production, with distribution determined by need.
Corporatism ( -1R/+1I ) Social hierarchy and corporate
privilege; Corporate relationship with agreed upon obligations
between employers and employees. Feudalism
Participatory ( -1I/+1P ) Workers vote on what to do, balanced
job complexities so that no one is in charge, compensation for
effort and sacrifice workers are paid higher wages than
thinkers.
R = Resilience, P = Population, O = Offensive Power, I =
Industry, T = Technology
Step 4. Create a Leader
Leaders Name
Leader Traits
Leader Traits are what sort of benefits that your leader brings
to the faction as a whole. When your leader dies, the following
leader will likely have a trait of his own. Yes, this means that
your leaders are not permanent, and depending on what sort of
government you have, leaders may change frequently or rarely at
all. All factions have been given a number of randomly generated
heirs where applicable.
Fertile: Your leader is a stallion among his people, and they
replicate this themselves. In addition to producing more heirs
if you're a monarch, your population will have a high growth
rate.
Mercantile: A man who knows his figures, this sort of ruler will
always get the most out of production, taxes and trade. +1
Industry.
Intellectual: As a tinkerer of some renown, this leader is
frequently the center of explosions of brilliant ideas and
occasionally fire or shrapnel. +1 Technology
Warrior: A fighter and general known well to his people, the
warrior is noted for his prowess in arms. His soldiers are
significantly better in battle than those of any other nation.
+1 Offensive Power
Religious: Your Leader is a Holy man, he gets the most out of
his people, they rally to the country. +1 Resiliance
Leaders Background Story:
Step 5. Choose a starting Location:
Step 6. Provide map with location marked
Step 7. Preferred Map Color:
Step 8. Country Background: (The backgrounds we used in PoN are
excellent data entries, this is also where you put in a back
story, one that hopefully ties in with other nations.)
Step 9. List at least one long term goal and three short term
goals:
Step 10. Choose five items your country has for export:
Step 11. Choose seven items your country must import:
Step 12. Create your countries military ORBAT I have a large
list of TO&E's if you do not want to make one, let me know an
ideal of what you are looking for and I'll give you one to
modify for your needs.
Country Card
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Population The total number of legal citizens in your country.
Average Population: 30 million; Large Population (China) 550
million
5 - Largest Population
4 - Above Average Population
3 - Average Population
2 - Below Average Population
1 - Smaller Population
Industry - How effective your nation's industry is. Average GDP:
$16 Billion / month; High GDP (US) $125 Billion / month
5 - Industrial giant; High GDP
4 - Above Average Industrial Output Comfortable GDP
3 - Average Industrial output and GDP
2 - Below Average Industrial Output and GDP, Some Debt
1 - Small Focused Industrial Output, Low GDP, Debtor nation
Technology - How advanced your nation's technology is. Average:
1950; High: 1970
5 - Two Generations technology advancement above
4 - One Generation technology advancement above
3 - Average technology advancement
2 - One Generation behind technological advancement
1 - Two generation behind technological advancement
Resilience - Your nation's ability to resist invasions and
natural disasters. Average Resilience: Active Civil Defense,
Public Health, Basic Building Codes, National Guard
5 - Great disturbance resistance, bounce back even better.
4 - Good disturbance resistant, bounces back.
3 - Disturbance resistant, eventually bounces back.
2 - Poor disturbance resistance, recovers but worse than before.
1 - Little disturbance resistance, probable collapse.
Ground Power The relative comparison of world armies including
strength, logistics and finances. Average: 400,000; High (USSR)
2.8 million
5 - Largest World Ground Force
4 - Above average ground Force
3 - Average world Ground Force
2 - Below Average Ground Force
1 - Smaller Ground Force
Naval Power - The size and effectiveness of the nation's naval
fleets. Average Navy 200 ships, Largest Navy (US) 1,000 ships
5 - Largest World Naval Force
4 - Above average Naval Force
3 - Average world Naval Force
2 - Below Average Naval Force
1 - Smaller Naval Force
Air Power - The size and effectiveness of your nation's air
force. Average: 1,000 aircraft; Largest (USSR) 30,000 Aircraft
[qty] vs US 15,000 [qlty]
5 - Largest World Air Force
4 - Above average Air Force
3 - Average world Air Force
2 - Below Average Air Force
1 - Smaller Air Force
Deployment Speed - How fast your nation respond in the event of
war.
5 - Very high deployment speed.
4 High deployment speed.
3 - Medium deployment speed.
2 - Sluggish deployment speed.
1 - You'll probably have half of your army wiped out before the
orders are even sent...
Offensive Power - A measurement of troop morale, leadership and
the ability to bring offensive power to bear.
5 - Excessive Offensive Power
4 - Above average Offensive Power
3 - Average Offensive Power
2 - Below Average Offensive Power
1 - Poor Offensive Power
Play Rules
Economy...
Economy works on a monthly basis. (Economy turn is one week)
Industry x 40% is the available money you can spend in a month
on imports or foreign military equipment or aid.
Industry also tells you how many units or combinations you can
build in a month. Each number represents x soldiers, x vehicles,
x small-medium ship, x aircraft or x large ship.
Exports to other players may provide income based on your
negotiations.
NO military category may be greater than 1 number higher than
industry, without adverse effects.
After creating your ORBAT or TO&E you can see the unit specific
bonuses listed here. This is for your viewing pleasure only.
Size of the Army: Should not exceed 10% of the population or
risk a 'disaster'.
Unit Types
Airborne: Parachute or helicopter lift allows surprise.
Terrain Specialist: +2 (Amphibious, Arctic, Jungle, Swamp,
Mountain, Urban)
Armor: Ignore first casualty hits, 2 steps of mobility
Support Unit: Repair damaged units
Combat Engineer: Dig in, Create bunkers, Cross Water Obstacles,
Decon NBC
Field Artillery: Bombardment range = Tech level in miles, can
pin down units
Flight: air to air, air to ground, recon, 2 steps of mobility,
+1 vs Non air units
Guerilla: +1 from Ambush
Heavy: Ignores first casualty hits, +1 Combat Rolls
Infantry: Dig In, Recon
Mechanized: Ignore first casualty hit, One Step Mobility
Medical: Heal Casuaties, Heal NBC hits; quarantine biological
attack
Intelligence / DASC +1 Combat
Special Forces: +1 Combat
Navy - DD, DE, GC +2 vs ASW
Navy - AC ignores first hit, +1 Combat
Navy - C, CL +2 vs aircraft and DD,DE,GC
Navy - BB Ignores two hits. +2 combat
Navy - CV Ignore first hit. +1 vs Aircraft / missiles
AIR Attack +1 vs Ground troops
AIR Weasal +2 vs AAA / SAM
Deployment Speed: 1 reduce travel distance by .25; 2-3
increase distance travelled by .25; 4 increase distance
travelled by .5; 5 increase distance travelled by .75
Foot = 32 miles / day
Horse = 40-50 miles / day
Wagon = 40-50 miles / day
Early Train = 280 miles / day Deployment Speed - 3
Early Motor Vehicle = 320 miles / day Deployment Speed - 2
Early Blimp = 145 miles / day Deployment Speed - 2
Early Aircraft = 790 miles / day Deployment Speed - 2
Early Ship = 200 miles / day Deployment Speed - 2
Ether Craft = 920 miles / day Deployment Speed - 2
Cold War Train = Express 560; Passenger 320; Freight 150 / day
Deployment Speed - 3
Cold War Motor Vehicle = 410 miles / day Deployment Speed - 2
Cold War Blimp = 640 miles / day Deployment Speed - 2
Cold War Aircraft = Propeller 2400 mph / day; Jet 4400 miles /
day Deployment Speed - 3
Cold War Ship = 220 miles / day Infrastructure - 3
Modern Train = 640 /day; Bullet train 1,520 /day Deployment
Speed 3; Bullet Deployment Speed - 4
Modern Motor Vehicle = 600 / day Deployment Speed - 2
Modern Blimp = 750 / day Deployment Speed - 3
Modern Aircraft = propeller 2690 / day; jet 4550 / day
Deployment Speed - 3
Modern Ship = 80 / day Deployment Speed - 3
Modern Space Planes = 17,500 mph Deployment Speed - 5
Civil Strife is caused by poor government choices. It is a
disaster brought on by poor Rp decisions. DP 3-30.
Countries Resilience is subtracted from DP; Industry can be used
to remove DP's at a 1 to 2DP ratio. Foriegn Aid or Industry can
be sent as well.
Disasters:
Disasters and their effects are the realm of the moderator.
Below is the standard disaster points from disasters.
Weather
Hurricane
Tornado
Flood
Landslide
Blizzard
Drought
Geological DP
Caldera
Volcano
Earthquake 1-20
Tsunami
Man Made Disasters
Crashes
Fire
Explosions
Chemical Accidents
Nuclear Accidents 5-50
Biological
Pollution
COMBAT - Country PM's me there attack plan(s) I work out the
results and PM you back and you post your story how you fill
fit.
Countries Offensive Power
Each step of technology superiority: +2
Opponent unit pinned Down +2
Momentum +1 / round of success
Dug In +2
Bunkers / Fort +4
Keep +5
Extensive Fortification / Fort +6
Underground Nuclear Bunker +8
Defender Outnumbered
X2
X3
X4+
Surprise +2
Each step of mobility in attackers / defender favor (foot,
cavalry, mechanized, armor[helo, prop, turboprop, jet, rocket])
+2
Chemical Weapons +3 vs unprepared, Green or Raw units; +1 vs
prepared units; dwell time lasts 5 combat turns
Biological Weapons +1 combat; each combat turn it spreads to an
adjacent unit from the current affected unit until quarantined,
than lasts 5 turns.
Tactical Nuclear Weapons +8 primary blast radius; +6 Secondary
Blast Radius; +2 Radiation Zone
COMBAT
Compare units total score; higher number wins; ties are referred
to die roll.
The difference between the two scores x10 is the percentage dead
the enemy unit suffers. 2 x this are wounded or damaged.
(Germany scores 4, Russia scores 2; Germany wins by 2. 2 x 10 =
20%; The Russian attack force suffers 20% fatalities and 40%
wounded)
At the end of each combat action a unit in combat may withdraw;
if in contact with enemy then it suffers 10% combat losses
except when stealth applies.
Strategic Attacks can attack a nations Population, Industry or a
Military. Offensive Power + Technology vs Resilience +
Technology. If you lose the stated resource is decreased by the
difference.
#Post#: 2382--------------------------------------------------
Re: Welcome to YWTWS
By: PsychoBunni Date: April 24, 2013, 8:55 am
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Question; do we have to stick to 400,000 personnel for an Army?
cause theres quite a difference between 400,000 and 2,800,000
No, these are just to give a representation.
#Post#: 2619--------------------------------------------------
Re: Welcome to YWTWS
By: Peaceman Date: April 29, 2013, 6:58 am
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[center]Spies, Like you...[/center]
1. There are three things to spy on and one thing spies can do,
choose one: Corporate Markets, Government Plans, Military Plans,
and they can Kill.
2. Spy Agencies can also defend against these actions.
3. Corporate Market Spying decreases the targets economy by 30%
for 2 months while increasing your economy by 20%
4. Government Spying causes civil discontent in the targets
country equal to the quantity of success x2 in Dp.
5. Military Spying can steal a weapons technology, or a set of
plans or plant false data leading to a -2 to an attack
6. Spies can kill... they can assassinate a government leader
causing civil discontent at 4 x success in Dp and can lead to
Coups, terrorist attacks causing Dp equal to success x 1 for
every $500 million spent, WMD attacks which are handled per the
rules.
7. Offensive Power + Technology vs Resilience + Technology
modified by:
Money: +1 / $500 million (Must be spent ahead of time)
Government Type: Democracy, Republic, Constitutional Monarch,
Oligarchy, Plutocracy, Socialism +1, Communism, Fascist,
Monarchy, Theocracy +0, Authoritarian, Dictatorship,
Totalitarian -1
Affairs between involved Countries: at War -2, Standoff -1,
Neutral 0, Friendly +1, Allied +2
Condition of country being Attacked: at war (with someone else)
+1, 20-30 Dp +1, 31-40 Dp +2, 41+ Dp +3
8. If a spy or spy team is outed or captured their country
receives Dp equal to 2 x the targets success
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