Poll

what do you think of the development so far?

cool
16 (53.3%)
lame (aka I am a humongous friend)
14 (46.7%)

Total Members Voted: 30

Author Topic: Sid Jairo's Europa Forumalis: Columbia - WW2V2 APPROACHES  (Read 34474 times)

We fight with fellow comrade USSR

« Last Edit: December 21, 2014, 12:08:05 AM by Decepticon »



I'm Switching to Mongolia.

great, now he's gonna want to be hungary



resource map draft coming up soon

double post for IDEOLOGY TREES

DEMOCRACY
COMMUNISM
FASCISM

their individual tenets will be explained later on

the poll is BIASED
this roleplay is hereby CORRUPT


glorious communism
i mean democracy




capitalism is auto-completed when democracy is adopted

- citizenship involves the population taking on factory jobs to fulfill wartime production
- covert action enhances nighttime operations, increasing chances of performing a sneak attack
- their finest hour allows your leader to give a series of inspirational speeches, raising wartime morale and increasing defensive capabilities
- media culture increases your ability to rouse and maintain popular support for war, allowing you to fight to the end

- creative expression encourages the arts, boosting population happiness
- new deal allows you to freely trade resources between other people within an alliance at no charge
- economic union boosts all commerce for nations within the alliance
- mercantilism permits the purchase of either units or scientists; either increasing production or allowing the research of an additional tech for a limited time

- civil society increases national unity and the fervor at which your populace will fight to defend their homeland
- volunteer army is different from a conscripted army in the sense that they're better trained and have higher morale
- arsenal of democracy allows the pooling of two or more nations within a union to reduce research time on a single experimental tech [RESULTING TECH IS ONLY AWARDED TO ONE NATION!]
- treaty organization makes it more likely for neutral nations to aid democratic nations in supply, transportation, and direct combat



advantages: strong mid to late game, encourages trade, international relations, and the sciences
disadvantages: relies on others, weak early game, no direct offensive benefits
« Last Edit: February 16, 2015, 05:27:07 PM by Jairo »



socialism is auto-completed when communism is adopted

- five-year plan allows you to sort out your nation's goals in the coming years, raising happiness
- party leadership centralizes your government, reducing civil unrest
- patriotic war dramatically boosts defensive capabilities within your territory
- scorched earth allows you to burn certain areas of your territory to starve/freeze invading armies

- cultural revolution encourages the arts, boosting happiness
- double agents allows you to spy on your allies (never trust a commie!11!!!)
- young pioneers reduces the research time on the first experimental tech you pick
- last stand enables your commanders and officers to shoot any who retreat--thus forcing troops to fight to the end

- unified academia enables a single normal tech to be discovered instantly (1 time use)
- industrial complex boosts motherland production
- mechanical dream reduces the cost and effectiveness of armored units, allowing them to be mass produced but at much weaker strength per unit
- iron curtain prevents all internal supply routes from fracturing



advantages: independent, production-focused, strong defense, decent science
disadvantages: no economic policies, weaker units, difficult to maintain allies, no direct offensive benefits
« Last Edit: February 16, 2015, 05:25:59 PM by Jairo »



autocracy is auto-completed when fascism is adopted

- industrial espionage cuts 1 experimental tech research time in half
- militarism increases your nation's opinion towards the war effort, enhances troop morale every time war is declared
- gunboat diplomacy allows the bullying of weaker nations into unfair treaties or tribute deals

- nationalism increases population's opinion towards other fascist nations, forming tight-knit ideological unions
- mobilization puts your nation on total mobilization no matter what
- lightning warfare enhances the effectiveness of all armored units at the expense of increased cost per unit
- third alternative reduces the resources needed to construct experimental weapons by half (eg early atomic program would cost 2 uranium instead of 4)
- total war allows the mobilization of the entire population and their resources. should only be used as a last resort to turn the tide (activated by choice after research is completed)
- clausewitz's legacy dramatically boosts your entire military's effectiveness for 2 years after it is adopted

- united front boosts fascist morale if two or more nations are attacking a common enemy
- futurism encourages investment into the arts, increasing happiness
- cult of personality gives your leader a god-like persona, thus making them a highly influential leader



advantages: highly militaristic, superb offensive capabilities, good for sweeping armored strategies, incredibly strong early game
disadvantages: extremely reliant on oil and metal supply, extremely reliant on wonder weapons to aid late game, hardly any science bonuses, no economic policies, weak defense, world hates you, literally Riddler
« Last Edit: February 16, 2015, 05:25:37 PM by Jairo »

Sì la Germania. Dobbiamo sconfiggere l'Europa e diventare fratelli in regola.