Ruleset Utilized
PhasesThe phase count has been reduced to the original two phases for the sake of increasing the amount of updates created within a short period of time. Both are the standard design and revision phases, with only a singular change made to the latter. Within the revision phase, there is a second revision that can be done on anything but the other revision performed on the same turn.
ResourcesResources have been expanded to account for five separate types of resources. These are the standard Ore and Oil, with the addition of Uranium, Chemicals, and Exotic. Ore is to be utilized to account for usage of steel, aluminum, copper, and similar resources that are utilized enmass for the construction of various components. Oil is utilized both to power machines based upon gasoline engines and also for items that utilize large amounts of plastics. Uranium is utilized within fission reactors, nuclear weapons, and within ammunition and armor that is composed of it. Chemicals are utilized for both weapons that utilize poison gases, rocket fuel, and in the production of machines that are highly electronic. Exotic is a catch-all for utilization of items that do not fall into the other categories, such as rare earth metals and similar items.
Expense LevelsThere are six expense levels to be utilized within the game, Inexpensive, Expensive, Very Expensive, Excessively Expensive, Major Effort, and Theoretical. The final of these levels marks that it is impossible to create such a device with the current situation of the nation with its current technology or resources.
If a technology has been produced for less than 5 turns, then it increases the cost of the items it is utilized in by 1 expense level. Another way for the expense level to increase is being short resouces. Consult the following chart for how much being short on resouces increases the expense levels.
Resources Short | Expense level increased |
Not Short/Surplus | No change |
1-3 | +1 Expense Levels |
4-6 | +2 Expense Levels |
7-9 | +3 Expense Levels |
10-12 | +4 Expense Levels |
13+ | +5 Expense Levels |
General Form for Designs/RevisionsName: (Name of Design/Revision)
Type: (Personal Equipment (Small, Medium, Large), Vehicle (Very Small, Small, Medium, Large, Very Large), Ship (Very Small, Small, Medium, Large, Very Large))
Designation: (For Personal Equipment, this is filled with either Officer or General Infantry. For Vehicles, this is filled with General Infantry or Specialized Unit. Ships skip this.)
Description: (Description of Design/Revision
Projected Cost: (X Ore, Y Oil, Z Uranium, A Chemicals, B Exotic)
EspionageDue to being removed from the hands of the player, Espiionage now works base upon a d100 roll. See the chart below for how the results would go.
00-09 | Spy Captured (Loss of Espionage Action for next turn) |
10-79 | Unrelated to Bureaus |
80-83 | Sabotage Design |
84-85 | Sabotage Revision 1 |
86-87 | Sabotage Revision 2 |
88-89 | Sabotage Production of Item for 1 Turn (+1 Expense Level) |
90-99 | Steal Design |
ResultsThe following chart is a simple list of what different rolls would provide as a result with the rolls. Sabotage causes a -1 to the roll.
0 | +3 Resource Cost, +3 Problems |
1 | +2 Resource Cost, +2 Problems |
2 | +1 Resource Cost, +2 Problems |
3 | +2 Resource Cost, +1 Problems |
4 | +1 Resource Cost, +1 Problems |
5 | +1 Resource Cost |
6 | Just as Planned |
BattlesBattles are determined via two separate d100 rolls that are modified based upon the tech of involved units and the number of units. Depending upon the difference between the rolls, there are different results.
0-24 | Stalemate |
25-49 | Victory, Territory Gained |
50-74 | Victory, Territory Gained, 1 Tech Captured |
75+ | Victory, 2 Territory Gained, 1 Tech Captured |
The Unit SystemI am not going to be abstracting the Army. Rather, I am going to display how the various units of the nations you are in control of are equipped. This is mostly going to be an abstract thing you do not have to care too much about, but there is one factor about this that at least a couple individuals may wish to keep in mind. Below is a list of the Production rates for each category of design which indicate how many units can be equipped with the design per turn of a given expense level. You don't have to be too concerned about it, but one thing I wish to note is the dual numbers within Personal Equipment and Vehicles.
The former of these denote how much would be produced if something is for use by the General Infantry, and the latter is if it was designated for Officers (Personal Equipment) or a Specialized Unit (Vehicles). Take note that the latter category is generally able to be produced in greater numbers than the former, though also keep in mind the former has to be equipped as well. Do note that just because an amount can be produced, does not mean it will (only really true in the case of Specialized Units for Vehicles, as you do need General Infantry units.) If, upon seeing the result of your roll, you would like it to be changed to the other designation, you may do so if the other engineers agree.
One final thing to note in the case of ships. The Medium, Large, and Very Large categories all require a deep water port in order to land. The Small and Very Small categories are able to make amphibious assaults.
Key: Objects in parenthesis denote that it takes that many turns to produce 1 of the item at that expense level and designation.
Personal Equipment | Small | Medium | Large |
Inexpensive | 5 7 | 4 6 | 3 5 |
Expensive | 4 6 | 3 5 | 2 4 |
Very Expensive | 3 5 | 2 5 | 1 3 |
Excessively Expensive | 2 4 | 1 3 | (2) 2 |
Major Effort | 1 3 | (2) 2 | (3) 1 |
Vehicles | Very Small | Small | Medium | Large | Very Large |
Inexpensive | 5 8 | 4 7 | 3 6 | 2 5 | 1 4 |
Expensive | 4 7 | 3 6 | 2 5 | 1 4 | (2) 3 |
Very Expensive | 3 6 | 2 5 | 1 4 | (2) 3 | (3) 2 |
Excessively Expensive | 2 5 | 1 4 | (2) 3 | (3) 2 | (4) 1 |
Major Effort | 1 4 | (2) 3 | (3) 2 | (4) 1 | (5) (2) |
Ships | Very Small | Small | Medium | Large | Very Large |
Inexpensive | 7 | 6 | 5 | 4 | 3 |
Expensive | 6 | 5 | 4 | 3 | 2 |
Very Expensive | 5 | 4 | 3 | 2 | 1 |
Excessively Expensive | 4 | 3 | 2 | 1 | (2) |
Major Effort | 3 | 2 | 1 | (2) | (3) |