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NSWR Mod -- what may be required; In-depth look at what may be needed
Topic Started: Aug 5 2007, 02:40 AM (546 Views)
Eleytheria-Duo
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Resident Bystander
:o What the hell is this...?!

I am absent for a few days trying to catch up on work and some rest -- come on at 4 in the morning because I can't sleep on a normally beautiful August 16 night, and see a bunch of people bashing each other over STATS?!

*Slaps you all*

Nag Ehgoeg
 
Also... it might just be me... but I've balanced Nag Ehgoeg based on it's power relative to what others have posted. I see militaries consisting entirely of 6s and 7s, I know Nag Ehgoeg isn't that powerful so I step down to fives and sixes. Regardless (and bear in mind I haven't played SuperPower 2) Nag Ehgoeg is looking horribly unbalanced and overpowered... but then so does everyone else so...

I dunno, is this just me?


Technically, your right. HOWEVER, technology in itself pretty much balances out under the very same principles you state in our Military Guide, a single F-22 CAN indeed pretty much get you ten MiG-19's, and indeed, an AK-47 can be just as deadly as a tomahawk cruise missile.
Higher technology, albeit incredibly devastating, also costs a serious fortune, sometimes crippling so. General rule of thumb for nations is to have A moderate amount of what is normally seen as (for their standards) "outdated" equipment, a lot of "middle-class" equipment and only a handful of high tech units.

Having a super high tech fancy-schmancy army is nice and all, but it also requires a boatload to produce, maintain, and service in the field, especially as their alert status raises and wear&tear takes hold on how it should be maintained.

Generally, the high tech units do the initial shock to the enemy, but ultimately these units begin to annihilate each other and are generally destroyed in the process. Nations turn to medium tech, more cheaper, mass producible units that can be completed in a quicker amount of time. This is generally how major conflicts are ultimately waged, massive slug fests of unimaginable proportions.

Its already expensive enough to make medium tech units, but high tech units prices go up virtually exponentially. Although their initial shock can be nothing short of completely incredible, they are far too expensive to maintain in vast quantities. One example is aircraft and navy, you can easily spend hundreds of billions -- sometimes trillions -- of dollars on supporting any single one of these categories ALONE on a massive scale that you would lower class units. Completely impractical, especially if your enemy has nukes and just blows your entire army sky high and your money with it, even if he can expect the same retaliatory strike as it all comes down to mass production.

Now if your done hearing me rant about emphasizing medium tech over high tech for the aforementioned reasons, I shall now address E's apparent aggression as well as Hispania's careless comment...
___________________________________________________________________________

Esternarx
 
I talked to E-D about this and it was approved. I will have a very small, very high tech, military as my nation is not an "anarchy" in the sense that you normally think of one, but rather simply a fully functioning nation with voluntary organizations in place of an involuntary government, and that includes organizations dedicated to defense, ie, a military.

Don't tell me what my nation should or should not have.


Admittedly the comment about Anarchy wasn't entirely called for, as your nation is operated how you see fit. HOWEVER, to lash back with "Don't tell me what my nation should or should not have" after already pointing out I granted the request is not necessarily called for either.

Everyone has their opinion, and just because they disagree with you does not make EITHER of you right or wrong, you'll just have to deal with it whether you like it or not -- and that definitely goes for you too, Hispania. And anyone else who is thinking of making posts on the subject.

I will say that this is MY thread made by ME, and I will tell all of you that this is a topic to discuss the SuperPower 2 NSWR Mod and how to further it, not to debate the logic behind Anarchy, Communism, Democracy, Theocracy, Monarchy or ANYTHING of the like in ANY way, shape, or form -- NOT to argue over pointless facts that contribute NOTHING to the Mod itself.

I may not have almighty mod powers, and probably for damn good reason, but I do have a thundering voice of rage. Don't make me unleash its terrible wrath up you poor, innocent children.

Now personally, I'd give both of you a serious tongue lashing that neither of you should soon forget -- or forgive -- but I'd prefer to give you a heads up and say it to you politely. That and I do not believe the mods would necessarily be pleased by what I'd have to say...

But, please... Back to the subject at hand.
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East Anarx
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Anarchitect

Hispania
Aug 16 2007, 03:59 AM
dude, that was just my personal feeling. If E-D let you have it, then more pwoer to you.

Sorry if my post came off as overly defensive. You just struck a nerve there with what seemed like both a jab at my ideology and an accusation of cheating rolled into one. It's all good, though. Sorry, again.
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Konosha
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The Maui Boy
 *  *  *  *  *
Eleytheria-Duo
Aug 16 2007, 06:19 AM
Having a super high tech fancy-schmancy army is nice and all, but it also requires a boatload to produce, maintain, and service in the field, especially as their alert status raises and wear&tear takes hold on how it should be maintained.

Well give the people what they want for now. It only mean's their debt will be crippling when they first start the game off and will be in the danger of economic failure at any moment. Show em' that a little RPing can be a lot different then a simulation. :P
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Union
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Pyrenees Republic
Name of the Nation:
The Glorious Federation of Pacific Manupolis

IOC Code of your Nation:
MNU

Capitol City:
Manupolis

Voting Age:
18

Government Type:
Military Dictatorship

Internal Laws:
Freedom of Speech
Freedom of Demonstration
Woman Suffrage
No Child Limit
No Limit on Contraception
No Limit on Abortion
No Limit on Child Labor
No restriction of Polygamy
No restriction on Gay Marriage

Corruption Level:
67%

Border Laws:
None

Political Parties:
Imperial Socialist Party of Manupolis

Flag:
http://img402.imageshack.us/img402/2085/manupolsiflaghh8.png

Diplomatic Relations:
We have no relations with any country, and are unrecognized.

Treaties:
None

Political Approval Rating:
34%

Government Stability Rating:
98.89%

Human Development Level:
50%

Birth Rate:
12%

Death Rate:
4%

THE MILITARY SPHERE

The second most complex part of the game, the Military sphere is interwoven into politics in the sense that war is unpopular and that researching Nuclear or AMDS Systems can have political fallout. Also, large militarized nations spend a lot more in their armed forces, and can have a negative effect on their economy. Shall we?

Nuclear Capable:
no

Nuclear Weapons:
no

Missile Shield:
no

Foreign Orders:
no

Covert Warfare:
Cell A - 1
Cell B - 1
Cell C - 1
Cell of the Party - 3

Military Technology Available:

Armor (Ground, Air, Navy) 1,1,1
Countermeasures (Ground, Air, Navy) 1,1,2
Gun Damage (Ground, Air, Navy) 3,1,2
Gun Precision (Ground, Air, Navy) 5,1,1
Gun Range (Ground, Air, Navy) 3,1,1
Missile Damage (Ground, Air, Navy, Strategic) 1,1,1,1
Missile Payload (Ground, Air, Navy) 2,1,1,1
Missile Precision (Ground, Air, Navy, Strategic) 1,1,1,1
Missile Range (Ground, Air, Navy, Strategic) 1,1,1,1
Sensors (Ground, Air, Navy) 3,1,1
Speed (Ground, Air, Navy) 3,2,5
Stealth (Air, Navy) 1,1


Military Designs:
WIP

Types of Vehicles:

--- GROUND ---
Infantry Vehicles
Air Defense Vehicles
Mobile Missile Launchers
Armored Tanks
Artillery Guns

--- AIRCRAFT ---
Attack Helicopters
Transport Helicopters
Fighter Aircraft
Attack Aircraft
Bomber Aircraft

--- NAVAL ---
PT Boat
Corvette
Frigate
Destroyer
Attack Submarine
Ballistic Missile Submarine (Dual-class, tied with Nuclear)
Aircraft Carrier
Anti-Submarine Helicopters (Naval Warfare Only)

--- NUCLEAR ---
Ballistic Missile
Ballistic Missile Submarine (Dual-class, tied with Naval)

THE ECONOMIC SPHERE

By far the most complex aspect of SuperPower 2, and one that requires much fine tuning and micromanagement over a course of several in-game decades, is the Economy. You can adjust where your money is dumped (Education, Health care, etc.) as well as raise or lower taxes, interest rates, among other things. Lets delve...

Income Tax Rate:
100%

Infrastructure Level:
11%

Telecommunications Level:
12%

Population in Poverty:
76%

Minimum Wage:
.02$

Interest Rate:
2%

Resources:

Cereal Products public, rare
Vegetables & Fruits (One resource) public, rare
Meat public, rare
Dairy Products public, rare
Tobacco public, rare
Drugs public, rare
Electricity public, rare
Fossile Fuels public, abundunt
Wood and Paper (One resource) public, rare
Minerals public, rare
Iron and Steel (One resource) public, rare
Precious stones public, rare
Fabrics public, rare
Plastics public, rare
Chemicals public, rare
Pharmaceuticals public, rare
Appliances public, rare
Vehicles public, rare
Machinery public, rare
Commodities public, rare
Luxury Commodities public, rare
Construction public, rare
Engineering public, rare
Health Care public, rare
Retail public, rare
Legal Services public, rare
Marketing & Advertising (One resources) public, rare
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