Talk:2023 AB

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100thlurker's Rules Proposals

Economy, Industry, and Bayonets

The rules for industry and warfare are simple. At any one time, a player nation can maintain a certain number of brigades, air wings, and naval task forces divided into Categories A, B, and C. Category A units are your elites with the highest unit readiness, the best training, and the choicest pick of recruits and the latest weapons. Category B units are your bread and butter. Category C units are the worst off units but they are not necessarily poorly motivated cannon fodder, and do include such things as armored and mechanized brigades. Even the mighty German Heer in WWII was a conscript army whose logistics were draft horses and donkeys, after all. They are simply sharply limited in their roles and cannot be expected to seize the initiative or hold the line when circumstances place them outside their comfort zone. The number and proportion of these units a player nation can maintain is determined by its population, or rather, its ability to maintain war footing.

Small Population

Small populations can maintain a disproportionate number of Category A and B units compared to nations with Normal and Large populations. While not , these but their

Standing Army

Normal Population

Normal populations, being minimally damaged by the meteor storm and well educated

Standing Army

Large Population

Standing Army

War footing does not fully come into effect until the start of the second quarter after it is declared. The start of the next quarter gives the player half the benefit of war footing. Regardless of when in a quarter War Footing is declared, the benefits will not be felt until a full quarter.

Superprojects and Weapons

One of the indelible marks the meteor swarm left on Ground was the very array of planetary defense systems meant to protect against it and clean up the debris. Standing as testament to the stupendous skills and technologies . A side effect of the is the proliferation of powerful new

Super Projects are divided into two categories, Civilian and Military. All players start with a base 5 points of Project that they are free to assign as they please, and gain one each quarter. Even if a player nation does not directly possess a "Superweapon", all player nations have had some stake in the creation of at least one planetary defense system. This could be anything from lending technical expertise, organizing funds and resources, or housing the project on their soil. As such, players must spend a minimum of one point in one of the Civilian superprojects.

Naturally, the more players pitch in to establishing a single project, the more ambitious and powerful the weapon can be while still leaving points left over for more exclusive projects. e.g. SOLG

Every point invested in a superweapon project buys a [tag]. A tag is a few words or a phrase describing an ability or strength of the project. Super projects also must also take a weakness for every fourth tag that is added. Superweapons are described with the following format:

[Superproject Name]

[Nations responsible for its development]
[Current Owner]
[Type]
[Tags]
[Weaknesses]
[Project Description]

Large Superweapons are . A nation with Defensible terrain houses a Large Superweapon it must pay an additional point, while those with Forgiving get a discount of one. Small populations also have a difficulty constructing a Superweapon within the boundaries of their own nation and must pay an additional point like nations with Defensible. On the other hand, a small nation contributing to a project built on someone else's soil gets twice the effect from a single point. All Large Superweapons must start with a single weakness.

Points that have been stockpiled can be used to upgrade a Superweapon, activate a Small Superweapon, or saved up to unveil a hitherto secret project or weapon at a later date.

Possession of a Superproject is determined entirely by the players. Superprojects created by the co-operation of multiple nations are likely to be in the hands of an international body, . However, Superweapons don't have any defenses.

Examples
Stonehenge

Erusia, San Salvacion, and others
The Erusian Dynasty
Large
[Eight Mass Drivers] [Intercontinental Range] [Highly Accurate]
[Direct fire: Cannot damage targets 2,000 feet below Sea Level]

X-02 Wyvern

Erusia
The Erusian Dynasty
Small
[High Performance Fighter-Bombers]

Legendary Units

In every military there are famous ships, crack operator teams operating operationally, tank and fighter aces whose simple presence can tip the tide of battle.

The rules for Legendary Units are very similar to those for Superweapons. Unlike Superweapons however, all nations start with and accrue the exact same number of Elite points, regardless of environmental or industrial modifiers. Legendary units are anything from entire formations, , or even a single unbeatable Ace fighter pilot. All nations start with 5 Reputation points and gain one every quarter. The more Reputation a Legendary unit has, the more dangerous - or lucky - it is. However, the larger or more powerful the formation is before the application of Legendary status, the more diluted Reputation becomes.

Legendary units have a tendency to be the natural predators of Superweapons.

[Legendary Unit Name]

[Nation]
[Unit]
[Reputation]

Example
The Royal Yellow Squadron

The Erusian Dynasty
Fighter Squadron
Reputation: 3

The Invincible Fleet

The Erusian Dynasty
Carrier Battlegroup
Reputation: 2