WELCOME TO 2070 HEGEMONY Starting point: You can choose any 50 provinces to start with. (Great Britian has approximately 53 Provinces, included all of Ireland) Choosing provinces in Space cost double. Island chains are counted as single provinces. If you are unsure, ask. Cash: 1 Cash per province Cash can be invested in techs for half as many tech points. Techs: 200 for level 1, 400 for level 2, 800 for level 3. 0.5 in each, per province. You can invest tech points in the following 5 catagories: Warfare: Increases Army Skill by 0.5 per level. New unit type is released every 5 levels. Production: Increases cash per province by 0.1 per level. Increases tech output by 0.1 in all provinces, every 5 levels. Civil: Decreases the cost of projects by 1% per level. Adds 50 manpower to all provinces every 5 levels. Space: Increases Fleet Skill by 0.5 per level. New ship type is released every 5 levels. Weird: Allows you to invent a new tech every 5 levels. Gives 1 national idea per 10 levels. Manpower: 500 per province Infantry- Cost 5 Manpower 1000 Offensive - 1 Defensive - 1 Speed - 1 Marines- Cost 7 Manpower 1000 Offensive - 2 (3 if they are being dropped from transports) Defensive - 0 Speed - 1 Tanks Cost 10 Manpower 2000 Offensive - 2 Defensive - 1 (Will be quickly overrun if they do not have infantry/marine with them) Speed - 2 Aircraft Bombers Cost 10 Manpower 2000 Offensive Land - 2 (4 against structures) Offensive Air - 1 Defense - 0 Speed - 3 Fighter Cost 10 Manpower 2000 Offensive Land - 0 Offensive Air - 3 Defense - 2 Speed - 2 Helicopter Cost 7 Manpower 1500 Offensive Land - 3 Offensive Air - 2 Defense - 2 Speed - 1 Transport Cost 7 Manpower 1500 Offensive Land - 0 Offensive Air - 0 Defense - 2 Speed - 3 Navy: Large Destroyer----Offensive: 5------Hull:3----Speed:3 Price: 25 Battleship---Offensive: 6----Hull:4--- Speed:1 Price: 30 Small Missile Cruiser---- Offensive:4---Hull:1---Speed:2 Price: 20 Minesweeper/Layer--- Offensive:0---Hull:1---Speed:3 Price: 15 Carrier Aircraft----Offensive: 0---Hull:5----Speed:2 - Price: 25 Transport---Offensive: 0-- Hull: 4-- Speed 3 - Price 20 Submarine Stealth Sub-- Offensive: 1-- Hull:2--- Speed: 4 - Price 30 Attack Sub --- Offensive: 3-- Hull: 2--- Speed 3- Price 25 Different unit types have different costs and stats. Regions: Regions provide a specific bonus and a specific penalty. [hide] [/hide] If you control all the provinces in the region you can double the bonus, or remove the penalty. Black boarded province are not in a region. If a province has more than one colour border, choose whichever you wish. Regions are vaguely balanced, but some regions are simply better than others. Creating a new region can be done, but is a national idea(removing the idea destroys the region) You can choose the bonus, but not the penalty. A six sized dice will decide the degree of bonus/penalty. (Aka 6 is +3 Cash, -600 Manpower, while a 1 is +0.5 Cash, -100 Manpower) National Ideas: You start with 1. Nuclear Weapons, Mustard Gas Mines, Hydroponic Towers and Electric Cars. All of these require your people to actually believe in the idea or they will fail miserably. National ideas can also increase tech output by 0.3, Army/Fleet skill by 2, manpower by 150, colonisation chance by 25%, colonisation speed by 2 years and cash by 2. Switching projects either requires you to pay 10,000 cash OR 5 levels of research OR suffer 2 years inactivity. Projects: All provinces produce the same amount, plus their regional modifers. Projects allow you to increase the output of a province. For example: Mustard Gas Mines increase defencive strength by 50%. Hydroponic Towers increase your manpower by 100. Electric Cars increases cash output by 0.1 Projects get progressively more expensive over time. SPACESHIPS Capital None Large Ship Frigate----- OFFENSIVE:3-----HULL:4-----SPEED:2 COST: 30 Cash, 2500 Manpower Battleship----OFFENSIVE:5----HULL:3----SPEED:1 COST: 35 Cash, 2500 Manpower Small Ship Escort----- OFFENSIVE: 1--------HULL: 2-------- SPEED: 3 Cost: 15 Cash, 1000 Manpower Cruiser---- OFFENSIVE: 2--------HULL: 2-------- SPEED: 2 Cost: 15 Cash, 1000 Manpower Transport Carrier----OFFENSIVE: 0----- HULL: 3------SPEED: 3 Cost: 20 Cash, 1000 Manpower Cargo Ship---- OFFENSIVE: 0----- HULL:4----- SPEED: 2 Cost: 25 Cash, 1500 Manpower Fleet Skill will improve the fleet as a whole, but a FleetSkill%, so 1 fleet skill increases the entire fleeets offensive (let's say 3 battleships, so 15 offensive, by 0.15) Although massive fleets will have lower maneuvarability, if they are fighting much smaller fleets, such as a gigantic fleet attempting to take out 1 ship. Maneuvarability only takes effect during gigantic fleets v small fleets, otherwise ignore it. Fleetskill is generally for large v large. COLONISATION Requires a cargo hold! If you would like to colonise you have to send base 5 cash and 1000 manpower, that would grant you a 50% base chance, before reduction to suceed at the colonisation, while 10 cash is 100% succeed chance before reduction. Reductions are decided by a dice roll, and if you fail the reductions are permanent to the province, so I wont rerol the province. Current Map: