Kansiov
22-09-2007, 02:43
OCC: Note im not going to start one very soon yet.
I don't know why, but Earths always fail, the main reason is, every Earth uses the same sort of gameplay, GDP, Military and population. Well I have with the help of the RP E35 and the PC game Hearts of Iron to think of a new system for an Earth. Unlike most past Earths, older players or players with more post counts do not have an advantage, as i believe Earth RPs should start off fair.
Timeline
There will be no timeline, it would be called Year 1 Year 2 etc etc. Also, 1 week RL= 1 year RL.
Claim system
Well everyone will start off with one plot of land on the map and 40 points. Certain countries such as Indonesia, Japan and Congo have bonuses, like more population, more resources etc... With of course some downsides to having those lands as your Nations. (That will be kept a secret ;)). Then you can claim more lands with the cost of your points, 3 points each with a maxium of 2 extra plots of land can be claimed from your starting Nation and they must be beside your "motherland" or starting plot of land.
Your Country will start off with a population of only 1 million, however you can use points to "buy" more, 3 points for every one million people. Your people won't generate but they give you a resource called "manpower". 1 manpower is produced anually(game time) from every 1 million people.
Military leaders can also be bought for 3 points, +2 for a add on their skill and +2 for a trait. Military leaders will be introduced in the later part of this "walkthrough". Tech teams can be bought too, for the cost of seven points, these will come with a free "area" the tech team is well specialized in. Again it will be introduced later down the road on this walkthrough.
Lastly, you can buy Industry and resources with your points, at just 1 point each. The resources you can buy are, manpower "One shot one use" and raw materials. Also raw material output centers cost 2 points, they will produce 1 raw material per year. Also remember that industries need 1 manpower to run, also annually they need to be "feed" with one raw material. Industries produce 5 IPs a year.
Economy
The Economy will be based off IP (Industrial Points) Earned via your industry. Each Industry produces 5 IPs, however they can change due to certain events or getting technology which makes them have an increased production rate. Industries can be bought at the cost of 10 IPs. Another important factor in your economy is the raw material. Raw matierals are required to keep your industry running, each Raw material output center costs 6 IPs, but there is a limit to how many you can build for each plot of land. Also certain lands can produce more raw materials than others.
-Trade-
If you have so many factories, and your country does not have all the raw matierals required to run the industries, dont worry! You can trade, well there are 2 methods to trade, by land or sea. 1 Land convoy costs 0.5 IP and 0.2 manpower. 1 Sea convoy costs 2 IPs and 0.5 Manpower. A land convoy takes a month to cross 4 lands. A ship convoy takes 1 month to cross a continent, but of course your nation must have acess to the sea. Note convoys are required to transport raw matierals to your main Nation, even if you control that plot of land. As long as they are not connected to your "motherland" a sea or land convoy is required to transport these goods.
-Tax-
For example, A and B are trading, A uses a land convoy, but C is in the middle. A's conovy can still pass through, but C can tax the convoy for IPs. Of course there is no limit to how much you want to tax it.
-Domestic Needs-
For every 1 million people, 1 IP needs to be spent on Domestic needs. A failure to do so will cause dissent and people will start leaving your Nation.
Military
There is only one type of military building you can build from the primitive start of your Nation, and that is fortifications. They basically give extra defensive bounuses to your troops when attacked. Other future military buildings include Nuclear test sites, Rocket launching platforms and Radar stations.
Fortifications: Cost 3 IP
Nuclear test sites: 18 IPs
Rocket launching platforms: 5 IPs, 0.5 Manpower
Radar Stations: 2 IPs
SDI Sities: 25 IPs, 1 manpower
Aerospace Stations: 30 IPs, 1 manpower
-Military leaders-
Military leaders give bonuses to your troops, they have a skill, numbered 1, 2 ,3, the higher the better. You can 'buy' a military leader for 7 IPs, 4 IPs to increase skill (you can increase skill via IPs to only skill 3) and 5 IPs for a trait (maxium 3 traits per general).
Traits:
-Land-
Tank Commander
Offensive
Defensive
Trickster
Logistics Wizard
-Sea-
Sea Wolf
Sub Hunter
Superior Tactician
-Air-
coming soon
Technology
Tech teams also like Military leaders cost 20 IPs to build. They each have a specialized area, and a skill. 15 Ip required to upgrade skill, and 5 to add another specialized area. Skill increases speed of technological upgrades, and so do the specialized area means the tech team can only do research in that field.
Speicalised areas:
Industry
Argiculture
Chemical
Genreal equipment
Tanks
Small Planes
Large Planes
Submarine
Ships
Electrical
Nuclear
Rocket
Aerospace
Tech Tree
OCC: coming soon, will be a long list.
I don't know why, but Earths always fail, the main reason is, every Earth uses the same sort of gameplay, GDP, Military and population. Well I have with the help of the RP E35 and the PC game Hearts of Iron to think of a new system for an Earth. Unlike most past Earths, older players or players with more post counts do not have an advantage, as i believe Earth RPs should start off fair.
Timeline
There will be no timeline, it would be called Year 1 Year 2 etc etc. Also, 1 week RL= 1 year RL.
Claim system
Well everyone will start off with one plot of land on the map and 40 points. Certain countries such as Indonesia, Japan and Congo have bonuses, like more population, more resources etc... With of course some downsides to having those lands as your Nations. (That will be kept a secret ;)). Then you can claim more lands with the cost of your points, 3 points each with a maxium of 2 extra plots of land can be claimed from your starting Nation and they must be beside your "motherland" or starting plot of land.
Your Country will start off with a population of only 1 million, however you can use points to "buy" more, 3 points for every one million people. Your people won't generate but they give you a resource called "manpower". 1 manpower is produced anually(game time) from every 1 million people.
Military leaders can also be bought for 3 points, +2 for a add on their skill and +2 for a trait. Military leaders will be introduced in the later part of this "walkthrough". Tech teams can be bought too, for the cost of seven points, these will come with a free "area" the tech team is well specialized in. Again it will be introduced later down the road on this walkthrough.
Lastly, you can buy Industry and resources with your points, at just 1 point each. The resources you can buy are, manpower "One shot one use" and raw materials. Also raw material output centers cost 2 points, they will produce 1 raw material per year. Also remember that industries need 1 manpower to run, also annually they need to be "feed" with one raw material. Industries produce 5 IPs a year.
Economy
The Economy will be based off IP (Industrial Points) Earned via your industry. Each Industry produces 5 IPs, however they can change due to certain events or getting technology which makes them have an increased production rate. Industries can be bought at the cost of 10 IPs. Another important factor in your economy is the raw material. Raw matierals are required to keep your industry running, each Raw material output center costs 6 IPs, but there is a limit to how many you can build for each plot of land. Also certain lands can produce more raw materials than others.
-Trade-
If you have so many factories, and your country does not have all the raw matierals required to run the industries, dont worry! You can trade, well there are 2 methods to trade, by land or sea. 1 Land convoy costs 0.5 IP and 0.2 manpower. 1 Sea convoy costs 2 IPs and 0.5 Manpower. A land convoy takes a month to cross 4 lands. A ship convoy takes 1 month to cross a continent, but of course your nation must have acess to the sea. Note convoys are required to transport raw matierals to your main Nation, even if you control that plot of land. As long as they are not connected to your "motherland" a sea or land convoy is required to transport these goods.
-Tax-
For example, A and B are trading, A uses a land convoy, but C is in the middle. A's conovy can still pass through, but C can tax the convoy for IPs. Of course there is no limit to how much you want to tax it.
-Domestic Needs-
For every 1 million people, 1 IP needs to be spent on Domestic needs. A failure to do so will cause dissent and people will start leaving your Nation.
Military
There is only one type of military building you can build from the primitive start of your Nation, and that is fortifications. They basically give extra defensive bounuses to your troops when attacked. Other future military buildings include Nuclear test sites, Rocket launching platforms and Radar stations.
Fortifications: Cost 3 IP
Nuclear test sites: 18 IPs
Rocket launching platforms: 5 IPs, 0.5 Manpower
Radar Stations: 2 IPs
SDI Sities: 25 IPs, 1 manpower
Aerospace Stations: 30 IPs, 1 manpower
-Military leaders-
Military leaders give bonuses to your troops, they have a skill, numbered 1, 2 ,3, the higher the better. You can 'buy' a military leader for 7 IPs, 4 IPs to increase skill (you can increase skill via IPs to only skill 3) and 5 IPs for a trait (maxium 3 traits per general).
Traits:
-Land-
Tank Commander
Offensive
Defensive
Trickster
Logistics Wizard
-Sea-
Sea Wolf
Sub Hunter
Superior Tactician
-Air-
coming soon
Technology
Tech teams also like Military leaders cost 20 IPs to build. They each have a specialized area, and a skill. 15 Ip required to upgrade skill, and 5 to add another specialized area. Skill increases speed of technological upgrades, and so do the specialized area means the tech team can only do research in that field.
Speicalised areas:
Industry
Argiculture
Chemical
Genreal equipment
Tanks
Small Planes
Large Planes
Submarine
Ships
Electrical
Nuclear
Rocket
Aerospace
Tech Tree
OCC: coming soon, will be a long list.