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       #Post#: 2372--------------------------------------------------
       Welcome to YWTWS
       By: Peaceman Date: April 24, 2013, 3:17 am
       ---------------------------------------------------------
       [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
       ---------------------------------------------------------
       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
       [center][IMG]
  HTML http://imageshack.us/a/img5/9554/nationcard.png[/img][/center]
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       [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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