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Author: | Þórgrímr [ 14 Jun 2007 10:22 ] |
Post subject: | National Statistics |
Current National statistics and updates will be posted here. |
Author: | Þórgrímr [ 14 Jun 2007 10:50 ] |
Post subject: | |
ADVANTAGES/DISADVANTAGES: -35 NP Biological Batteries (25 NP): You have learned how to hook your population into the energy grid. Your population bonus produces Fuel rather than Industry. This change is 1 for 1 and is permanent and total, you cannot switch between Fuel and Industry, or have part of the Population produce Fuel and part Industry. Untapped Fuel Reserves (50 NP): Your Nation is unusually rich in untapped energy and you can expand your Fuel output, just like wealth, industry, housing, and research, up to five times what you start the game with in production. Additionally, 5 out of every 100 rather than 1 out of every 100 Fuel tapped will be in Crystalline form. Large Population (5 NP): A Nation may have a larger population than normal. With this Advantage the Population of your Nation is multiplied by 2. This does not change the number of Housed Population you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep. This advantage tends to create a Nation with a strong divide between the haves and the have-nots. Space Dwellers (20 NP): Your civilization is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates. The space of the Deep Sky is your natural habitat and favorite element. You may begin with up to the max of five planet's orbital regions industrialized and inhabited. You may also begin with three regions in the Midsystem industrialized and inhabited. And finally one region in the Out-System industrialized and inhabited. You must still pay for the infrastructure placed in any of the above mentioned regions. Heavy Industry (5 NP): A Heavy Industry Nation is one focused on the development of factories and large-scale mass production. Such Nations have more relaxed restrictions on industrialization, and will instead only be considered over-industrialized when their Industry is four times their Housed Population. Because of the nature of highly industrialized space colonies Space Dweller Nations with no Land Terrain Regions can take this Advantage for free. High Finance (5 NP): A nation with High Finance has become one with the pursuit of wealth. Such Nations are often more laissez faire in outlook with sharp divides between rich and poor. As such they will only feel the pressure to pay their workforce affluent wages when Wealth Production is four times Housed Population. To the Stars! (10 NP): Nations with this Advantage feel the need to get out and spread the empire across the galaxy, focusing more effort and energy into developing bases and colonies out-system. Such Nations can use their Base Infrastructure Construction Rate twice rather than just once. Balkanized World (+10 NP): As a Nation, while you are the greatest power on your world you are not the only one. Other nations exist which have no loyalty to you. They do not pose an immediate threat, but you cannot easily conquer or control them. The other nations start with 500 Starting Points between them (before Disadvantages and the 25 SP adjustment per starting year). Fourth Law (+10 NP): Your Nation fears the rise of intelligent machines. This includes the intelligent computers produced by other Technological Powers. Your Nation may never use full AI, and will treat any Robot Civilisations as Pariah. This disadvantage does not prevent a Bio-tech Power from building intelligent bio-tech creations or using sentient creatures as their vehicles. True Humans (+10 NP): Your Nation frowns on modifying the god-given form of man. They cannot use cybernetics or genetic engineering, or any other kind of population or crew modifications. They will treat any Bio-Tech Civilisation as a Pariah. Nuke Free Zone (+30 NP): Your Nation will not countenance the usage of Weapons of Mass Destruction. They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons. If a nation makes routine use of WMD, particularly on planets, and especially if they kill a large number of civilians with them, your Nation may end up treating them as Undiplomatic. In such a case you may also use the presence of WMD's as a cassus belli, allowing you to start a war without any Civil Order penalties. Cult of Victory (+20 NP): Your Nation does not like losing. Unless quickly followed by a victory, the effects on the Population's morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion. Patent Office (+5 NP): Your Nation jealously guards what's theirs, treating their accumulated knowledge as their own private trove. They will not give others Research Treaties, though they will still accept them, nor will they trade any of their technology designs or units to another Power. Ever. If a Power is caught conducting Espionage against your Nation, you will treat them as if they were Undiplomatic from then on. TECH LEVELS: -240 NP Biology: 300 (30 NP) Chemistry: 400 (40 NP) Engineering: 600 (60 NP) Physics/Math: 600 (60 NP) Psychology: 300 (30 NP) MECH LEVELS: Organics: 0 Explosives: 0 Metallics; 100 (10 NP) Æthernautics: 100 (10 NP) Psykology: 0 POPULATION: -60 NP 40 population (40 NP) 20 Martian (20 NP) +20 from Large Population Biological Batteries + 40 from Human Large population advantage for grand total of 120 Population points on two worlds. (1.2 billion souls) DRAFT POOL: 80 Million Humans 40 Million Martians INFRASTRUCTURE: -280 NP Housing: 80 (80 NP) Industry: 50 (50 NP) +80 from housed pop Wealth: 60 (60 NP) 300 in reserve Research: 40 (40 NP) Fuel: 50 (50 NP) 12 Crystals, 238 Fuel in reserve +40 From Martians 1 Liftwood Grove: Meepsoor +10 in storage Raw materials: +125 in storage LAND TERRAIN: - 10 NP (16 Free terrain from pop) + Super,Open - Albion:pop:8,Ind:15,Wea:20,Res:25,Fuel:5 (4 NP) Borders Frankland and Saxonia + Open - Alania:pop5,Ind:5,,Wea:5,,Res:0,Fuel:5 (1 NP) Intervening Terrain - North Atlanticus Ocean (1 NP) + Difficult - Caribia:pop:2,Ind:1,Wea:10,Res:0,Fuel:0 (1 NP) Borders United States of Vespuccia + Very Difficult - Ghan:pop:1,Ind:0,Wea:0,Res:0,Fuel:25 (1 NP) Borders Frankland in Sud Vespuccia Intervening Terrain - South Atlanticus Ocean (1 NP) + Open Sud Afrika:pop:4,Ind:4,Wea:5,Res:0,Fuel:5 (1 NP) Intervening Terrain - Dark Heart of Afrika (1 NP) + Difficult - Eritria:pop:5,Ind:0,Wea:0,Res:0,Fuel:0 (1 NP) + Open - Aegypto-Sudin:pop:10,Ind:5,Wea:0,Res:0,Fuel:0 (1 NP) Borders Ottoma + Very Difficult - Araby:pop:1,Ind:0,Wea:0,Res:0,Fuel:0 (1 NP) Borders Ottoma Intervening Terrain - Hyderan Ocean (1 NP) + Open - Madra:pop:5,Ind:0,Wea:0,Res:0,Fuel:0 (1 NP) + Very Difficult - Punji:pop:3,Ind:0,Wea:0,Res:0,Fuel:0 (1 NP) Borders Sovia + Open - Hydera:pop:5,Ind:0,Wea:0,Res:0,Fuel:0 (1 NP) Borders Sovia + Open - Benga:pop:5,Ind:0,Wea:0,Res:0,Fuel:0 (1 NP) Borders Chin + Very Difficult - Brama:pop:2,Ind:0,Wea:0,Res:0,Fuel:0 (1 NP) Borders Chin Intervening Terrain - Gulf of Benga (1 NP) + Open - Sinpore:pop:1,Ind:0,Wea:5,Res:0,Fuel:0 (1 NP) Intervening Terrain - Sea of Carpentaria (1 NP) + Very Difficult - Gwen's Land:pop:1,Ind:0,Wea:0,Res:0,Fuel:0 (1 NP) + Open Australis:pop:5,Ind:3,Wea:3,Res:0,Fuel:0 (1 NP) + Open Zealandia:pop:2,Ind:2,Wea:2,Res:0,Fuel:0 (1 NP) SPACE TERRAIN: 0 NP (16 from Space Dwellers) ORBITAL SPACE: + Scattered - Albion Skyway:pop:2,Ind:3,Wea:2,Res:5,Fuel:0 In Orbit around Terra (2NP) LUNA - Terra's Moon: + very Difficult - Base Albion:pop:1,Ind:5,Wea:5,Res:5,Fuel:5 (1 NP) MID-SYSTEM: MARS: Crown Colony of Syrtis major + Open - Mylarkt:pop:2M-1H,Ind:0,Wea:0,Res:0,Fuel:0 (1 NP) + Open - Gorovan:pop:4M-1H,Ind:1,Wea:0,Res:0,Fuel:0 (1 NP) + Open - Syrtis Major:pop:Pop:6M-2H,Ind:2,Wea:3,Res:5,Fuel:5 (1 NP) + Open - Meepsoor:pop:4M-2H,Ind:1,Wea:0,Res:0,Fuel:5 SPECIAL Liftwood Grove (1 NP) + Open - Parhoon:pop:4M-1H,Ind:1,Wea:0,Res:0,Fuel:0 (1 NP) + Open - Moeris Lacus:pop:4M-1H,Ind:1,Wea:0,Res:0,Fuel:0 (1 NP) + Open - Shastapsh:pop:4M-1H,Ind:1,Wea:0,Res:0,Fuel:0 (1 NP) + Open - Oenotria:pop:4M-2H,Ind:0,Wea:0,Res:0,Fuel:0 (1 NP) + Open - Crocea:pop:4M-1H,Ind:0,Wea:0,Res:0,Fuel:0 (1 NP) + Open - Gorklimsk:pop:4M-1H,Ind:0,Wea:0,Res:0,Fuel:0 (1 NP) MILITARY: Ground Forces 1500 Household Cavalry Heavy Cavalry 12pp/Block, 200/Block (9.2 NP) Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 0 TL6 +1 Weapons (.303 Lee-Enfield Rifle) 14,000 Cavalry Medium Cavalry 12pp/Block, 1000/Block (16.8 NP) Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 0 TL6 +1 Weapons (Martini Henry Rifle) 2000 Guards Infantry Elite Infantry 12pp/Block, 2000/Block (1.2 NP) Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 0 TL6 +1 Weapons (.303 Lee-Enfield Rifle) 80,000 Line Infantry Skilled Infantry 12pp/Block, 20,000/Block (4.8 NP) Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 0 TL6 +1 Weapons (Martini Henry Rifle) 800 Royal Artillery Artillery 12pp/Block, 400/Block (2.4 NP) Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 0 TL6 +1 Extended Range Weapons (12lb Breechloaders) 150 Londin Class Steam Walkers Steam Walker 18pp/Block, 50/Block (5.4 NP) Industrial Upkeep: 1+1, Wealth Upkeep: 1, Fuel Upkeep: 1 ML1 +1 Armor(SL&C free) +1 Anti-Flyer +1 Anti-Infantry 150 Yorck Class Steam Walkers Steam Walker 18pp/Block, 50/Block (5.4 NP) Industrial Upkeep: 1+1, Wealth Upkeep: 1, Fuel Upkeep: 1 ML1 +1 Armor(SL&C free) +1 Anti-Flyer +1 Anti-Land Ironclad Aerial Flyers 10 Aphid Class Aerial Gunboats Aero Gunboat 24pp/Block, 10/Block (2.4 NP) Industrial Upkeep: 1+1, Wealth Upkeep: 1, Fuel Upkeep: 1 ML1 +1 Liftwood +1 Steam Engines +1 Long Ranged Weapons 5 Reliant Class Aerial Gunboats Aero Destroyer 24pp/Block, 5/Block (2.4 NP) Industrial Upkeep: 1+1, Wealth Upkeep: 1, Fuel Upkeep: 1 ML1 +1 Liftwood +1 Steam Engines +1 Long Ranged Weapons 10 Locust Class Aerial Gunboats Aero Gunboat 30pp/Block, 10/Block (2.4 NP) Industrial Upkeep: 1+1, Wealth Upkeep: 1, Fuel Upkeep: 1 ML1 +1 Liftwood +1 Steam Engines +1 Long Ranged Weapons +1 Weapons (extra 4" QF gun) 20 Ackerman Flyer Aerial Steamships Small Aero Steamship (7500 CC per ship) 18pp/Block, 20/Block (1.8 NP) Industrial Upkeep: 1+1, Wealth Upkeep: 1, Fuel Upkeep: 1 ML1 +1 Liftwood +1 Steam Engines +1 Cargo Capacity -1 Slow Æther Flyers 1 Intrepid Class Æther Explorer Æther Destroyer 30pp/Block, 2/Block (1.5 NP) Industrial Upkeep: 1+2, Wealth Upkeep: 1, Fuel Upkeep: 1 ML1 +2 Liftwood +1 Steam Engines +1 Æther Propellor (level one) 2 Duke of Yorck Class Æther Battleships Æther Pre-Dreadnaught 84pp/Block, 1/Block (16.8 NP) Industrial Upkeep: 1+2, Wealth Upkeep: 1, Fuel Upkeep: 1 ML1 +2 Liftwood +1 Steam Engines +1 Æther Propellor (level one) 3 Typhoon Class Æther Protected Cruisers Æther Protected Cruiser 36pp/Block, 1/Block (10.8 NP) Industrial Upkeep: 1+2, Wealth Upkeep: 1, Fuel Upkeep: 1 ML1 +2 Liftwood +1 Steam Engines +1 Æther Propellor (level one) 1 White Star Lines Princess Alexandra Class Æther Liner Large Æther Steamship (100,000 CC Passengers only) 30pp/Block, 5/Block (.6 NP) Industrial Upkeep: 1+2, Wealth Upkeep: 1, Fuel Upkeep: 1 ML1 +2 Liftwood +1 Steam Engines +1 Æther Propellor (level one) +1 Cargo Specialty (Passengers) -1 Slow 25 Alanian Class Æther Steamship Large Æther Steamship (75,000 CC) Only Operate in Space 18pp/Block, 5/Block (9 NP) Industrial Upkeep: 1+2, Wealth Upkeep: 1, Fuel Upkeep: 1 ML1 +1 Æther Propellor (level one) +1 Cargo Capacity Ocean Vessels 100 Daring Class Torpedoboat Destroyers Gunboat 6pp/Block, 20/Block (5 NP) Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1 TL6 50 Tribal Class Destroyers Destroyer 6pp/Block, 10/Block (5 NP) Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1 TL6 25 Medea Class Protected Cruisers Protected Cruiser 6pp/Block, 5/Block (5 NP) Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1 TL6 5 Orlando Class Armored Cruisers Armored Cruiser 6pp/Block, 1/Block (5 NP) Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1 TL6 5 Royal Sovereign Pre-Dreadnaught Battleships Pre-Dreadnaught Battleship 12pp/Block, 1/Block (6 NP) Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1 TL6 60 Small Steamships Small Steamships (15,000 CC) 10pp/Block, 20/Block (3 NP) Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1 TL5 +1 Cargo 15 Large Steamships Small Steamships (150,000 CC) 10pp/Block, 5/Block (3 NP) Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1 TL5 +1 Cargo TOTAL UPKEEP: INDUSTRY: 105.5 WEALTH: 81 FUEL: 52 |
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