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US Credits: 500
President:
Popularity: Moderate
Stability: 6
Prestige: 0
Military Units: 7/10 [-3, 1 in West Germany, 1 in Austria and 1 in South Korea, -9 maintenance]
Nuclear Level: 5/6 [-8 credits, nuclear missiles deployed to Turkey]
Space Race Percentage: N/A
Economy: +19 credits
Debt: 0
Credit Income: +36 [+3 Panama canal control, +5 Saudi oil, +2 South African uranium, +1 Pakistani cotton, +1 Pakistani jute, +1 Venezuelan oil, +1 Brazilian coffee, +1 Colombian coffee, +1 Colombian petroleum, +1 Chilean copper, +1 Liberian diamonds, +1 Cuban sugar, +8 international trade, +10 allied trade, 5% growth rate]
Conflicts: Fighting North Korea [Ceasefire]
=
Soviet Credits: 300
General Secretary:
Popularity: Somewhat high
Stability: 6
Prestige: 0
Military Units: 12/14 [-2, one in East Germany, one in Austria, -7 maintenance]
Nuclear Level: 4/6 [-6 credits]
Space Race Percentage: N/A
Economy: +14 credits
Debt: 0
Credit Income: +18 [+2 Romanian oil, +2 international trade, +16 allied trade, 10% growth rate]
Conflicts: None
=
Chinese Credits: 50
Chairman:
Popularity: High
Stability: 5
Prestige: 0
Military Units: 18/18 [-6 maintenance]
Nuclear Level: None
Economy: +7 credits
Debt: 0
Credit Income: +5 [+3 international trade, +1 allied trade, 10% growth rate]
Conflicts: None
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(Note that you cannot do more then a total of six actions per turn, this includes doing the same action multiple times in one country)
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Diplomatic/Domestic Actions
Influence NPC nation (-2 credits)
Push for reforms in NPC nation (-3 credits)
Negotiate End of Conflict (-3 credits, can only be done for NPC-NPC conflicts (such as NPC nation vs. rebels))
Aid NPC nation (-10 credits, improves stability and possibly military of target nation)
Massive Aid to NPC nation (-50 credits, improves military, and greatly improves economy and stability of target nation)
Invest in NPC Nation (-30 credits, reduces stability of target nation, may increase export bonus or economy of target nation)
Improve Domestic Economy (-10 credits if economy is at least +0, -15 if at least +3, -25 if at least +5, -35 if at least +8. Must not have rebellions or in conflict, and economy must be lower than +12. If economy is above +6 then there is a random chance of success or failure. Can only do this action once per two years.)
Covert Actions
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(Note that if you do a covert action but don't get news of the results, but your treasury was effected, then assume it failed but wasn't caught.)
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Destabilize nation (-2 credits)
Frame foreign nation (-2 credits, pick nation, then framed nation, will frame nation, causing loss of relations with other nation)
Economic Sabotage (-3 credits, will possibly disrupt any bonuses and will possibly reduce stability)
Fund political opposition in country (-3 credits, cannot be done against totalitarian dictatorships with stability greater then 2)
Aid Rebel movement (-4 credits)
Massively fund rebel movement (-10 credits, greatly boosts rebel movement, rather obvious)
Set up rebel movement in nation (-10 credits, only -6 credits for communist countries to set up rebels in other countries)
Coup government (-8 credits)
Military Actions
Deploy/withdraw units (-1 credits from nation each deployed unit, good for preventing wars, increasing/safeguarding stability and fighting rebel groups, but possible decrease in relations for neighbors)
Send military aid (-6 credits, strengthens target country's military)
Bomb nation/rebel group (-3 credits, nation becomes enemy and diplomatic relations with other nations decrease, will hurt stability, economy, and possibly military of bombed nation)
Recruit military unit (-8 credits, may reduce economy)
Conscript military unit (-6 credits, may reduce popularity, economy)
Increase nuclear program (consult nuclear cost table for cost, gain prestige)
Decrease nuclear program (will increase credits by amount determined by GM, lose prestige)
Deploy Nukes to Location (-5 credits, gain prestige, if opposing nation allows it to slide then they lose prestige, nuclear level must be 5 or higher)
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Rules
Starting and ending whenever, the goal of the game is to gain the most prestige while avoiding nuclear war. The game is played VIA private messages. I send a credit report to each player for the turn and they select a list of actions they wish to do. This usually takes place every day or two days. You can do up to 6 actions per turn.
Success of some covert actions are dependent on stability + economy of target nation. Stable prosperous states are relatively impervious to coups and rebellions.
Deploying nuclear weapons in a friendly country increases the chances of nuclear war occurring. A chaotic world in general also increases chances, such as war or superpower promotion of foreign regime changes. Accordingly, seek to minimize conflict. Proxy wars are the way to go, whereas coups are prone to inciting superpower conflict. God help you invasions are absolutely last resort. Any power attacking a nuclear opponent two levels or more below his own nuclear level is able to achieve nuclear primacy - effectively saturating and incapacitating the opponent's arsenal and avoiding MAD.
The maintenance cost for the top two nuclear levels are also effected by global instability and time, reflecting the natural expansion of major nuclear arsenals.
The space race is also simulated,
Debts siphon credit income away the larger they get, and if left unattended can slowly grow over time. Capitalist countries have the benefit of lower interest rates.
Going to war costs nothing. Wars will generally be long unless you have a clear advantage over your opponent. Long wars reduce popularity and stability. If going to war, specify how many troops you want deployed. Deploying a military unit to a landlocked country not bordering yours requires a military unit in a neighboring country due to supply lines and the like. For example, to deploy units to Austria, you'll need a unit in Germany.
Rebels and separatists obviously both undermine governments. Rebels with 0 units indicate groups fighting the government covertly.(Otherwise known as terrorists) To defeat rebels, you can either throw money at the problem (see actions list) or send in troops, which will cost you as much as deploying them in a foreign nation would.
=Nuclear Cost Table=
Building reactors: -5 credits, will take three years to build
Building lvl 1: -5 credits
Building lvl 2: -10 credits
Building lvl 3: -15 credits
Building lvl 4: -25 credits
Building lvl 5: -40 credits
Building lvl 6: -65 credits