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Jamski
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lol ED&D is officially full PvP LOL
May 2002 time: 05:32
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Ok, Governments :
You choose your gov. at the beginning of the game. To change you need a revolution, which takes a whole turn in which you can do nothing else. Governments are OPEN to the general community to see.
Democracy
Advantages : Progaganda is twice as effective - they lose 2 cities you gain 2 cities. You are immune to propaganda.
Disadvantages : You have to openly post all your orders (very open to spies) and you cannot nuke someone unless they nuked you first (deflections count as nuking from the person who deflected)
Communism
Advantages : You are immune to spies, and your spies are twice as effective (i.e. information on two opponents, or sabotage 2 opponents) You also have 2 spies at the start of the game.
Disadvantages : You cannot build new cities or preform propaganda.
Isolationalist
Advantages : You start with one extra city. You can use the "hide in bunker" three times. Your deflectors stop one extra nuke (i.e. they stop 1,2,4,6... while 3,5,7 will hit)
Disadvantages : You can launch only one nuke per turn. You cannot build new cites and you cannot use spies.
Millitarist Dicatorship
Advantages : You can launch 3 nukes per turn.
Disadvantages : You cannot perform propaganda, you cannot deflect and you cannot hide in your bunker.
Next the new orders :
Perform Propaganda :
This takes one city away from an opponent and adds it to yours. You cannot perform propaganda on a country that has directly or indirectly (i.e deflecting nukes) been involved in a nuclear exchange with yours, or a country with the same government.
Stockpile Nukes :
Instead of launching 2 nukes you can "ready" them for next turn and fire FOUR nukes next turn. This doesn't stack, so you can't waith 5 turns before launching an apocalyse of 10 nukes.
Train a new spy :
Just like it sounds.
And finally, SPIES :
Each country starts with one spy. A spy can either be used to see what another country is doing that turn, or used to sabotage another country's orders, cancelling them. A spy used to sabotage is "used up", a spy that only observes is regained. Spies can be used at the same time as performing other orders. Spies are lost if the country they are "observing" is nuked that turn.
So, what do people think? This will bring it closer to the original board game.
-Jam
Last edited by Jamski on 26-11-2003 at 03:53
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Comrade Tassadar
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A critique on the government choices:
Democracy
Plus: Propaganda twice as effective.
This is wrong. Democracy is known as having very ineffective propaganda due to it being too direct.
Plus: Immune to propaganda
This is WAY wrong. Democracies are MUCH more easily subverted by propaganda due to it being an open society. This is one of the main criticisms of democracy.
Minus: Openly post orders.
Wrong. Most democracies never publickly announce their orders 
Minus: Cannot nuke unless nuked.
This is correct.
Communism
Plus: Immune to spies
Wrong. Communism isn't immune to spies. Bad argument, but...I need to argue against communism 
Plus: Spies are twice as effective.
This may have applied to the KGB, however one cannot say the Chinese intelligence agency, the North Korean one, the Cuban one, etc are anywhere near the KGB.
Plus: Two spies at start of game
This is OK.
Minus: Cannot build new cities
This is a MAJOR setback to any government, and is completly wrong for communism. In fact, under communism new cities are OFTEN built especially in China to accomidate for the growing populations.
Minus: Perform propaganda
This is obviously false. Propaganda was the main tool for Stalinlism to take hold in the Soviet Union, and was used as a tool to maintain support for any current actions. Propaganda has been used effectively also in China, North Korea, and most other communist nations.
Isolationalist (Sic, should be Isolationist)
Plus: Start with one extra city
This is OK.
Plus: can use Hide in Bunker three times.
While this may be "historically" correct, this is unbalancing. Three times?! *@^(!!!
Plus: Deflectors stop an additional nuke.
This is OK.
Minus: Can only launch one nuke per turn
I would increase this to 1.5, but.....
Minus: Cannot build new cities and NO spies
Alright.
Military Dictatorship
Advantages: Launch 3 nukes per turn
@*^*, again!
Minus: Cannot perform propaganda
This may be correct. Usually the military enforces the 'propaganda'.
Minus: Cannot deflect
No.
Minus: Cannot hide
No. Both these make it too easy a target.
Another post to come later with suggestions.
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Comrade Tassadar
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COMMUNISM
Advantages: Propaganda twice as effective (Due to communists being masters at propaganda ),
2 spies (Uh...Because of the legacy of the KGB? I want at least 2 advantages per government.),
cities take 2 nukes to destroy (Communism stuck it out for a while....)
Disadvantages: Unable to build any new cities (...but was unable to grow),
spies take 2 turns to train (Representing fear of the government and skepticism of its motives for recruitment)
Democracy
Advantages: Can build 1.5 cities per turn (Meaning they've built one and started construction on another...The next turn they complete construction, and build another thereby building "2" cities. This represents populations fleeing tyranical governments to achieve thier dreams Isn't that heartwarming?)
Can stockpile an additional nuke (Due to populations being more productive under more freedoms)
Disadvantages: Can't nuke or deflect to a nation that hasn't nuked the democracy.
ISOLATIONIST
Kept the same with the added advantage of being able to stockpile 6 nukes (Though this would take 6 turns to accomplish)
MILITARY DICTATORSHIP
Advantages: Can launch 3 nukes per turn (Having most of the economy tooled towards military)
Immune to propaganda (Due to, well foreign anything not being allowed)
Disadvantages:
Cannot initialize propaganda (Due to nobody wanting to be under a military dictatorship)
Cannot stockpile nukes (Um...Because he's trigger happy?)
Deflections only protect 1 in every 3 nukes (So nukes 3, 6, 9, and 12 would be deflected by 1, 2, 4, 5, 7, 8, 10, and 11 would hit, because no freedoms at all make scientists ineffective at researching deflection technology)
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Adagio

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Sounds like I get a lot of work with these rules, but sounds like fun... I'm up to it 
Though the taking cities sounds like something diffecult to draw for Vovan 
Though about the propaganda I was more thinking in the line as they had in the computer-game (Anyone tried it?)(With less randomness than in the computer game though):
Each city has a size (Mostly around 1-60, but sometimes larger than 100). Each attack (Nuke or propaganda) would take a number of citizens. How many people was lost was more of a random factor, but since randomness can't be used here, I have another idea:
Propaganda: The more nukes has been fired at specific nation, the happier they are to leave, though the higher emount of nukes sent to them from the nation initiating the propaganda, the less interested they are in moving out. Also the more times the propaganda has been used against them, the lesser they "notice" the propaganda.
The people who's affected by the propaganda moves to a random city in the nation who started the propaganda.
There's a chance it'll create a ghost-town (size = 0 = dead)
Nuking: How many people a nuke will destroy is random (I'll have a list of numbers before the game starts. The first nuke will kill the number of citizens as written on first line (Then the line is deleted, making second line the amount for the next nuke)
Of course this makes it much more advanced 
There's no option to build a new city... Each player starts with 5 cities...
Btw, where's those orders
I have yet to recieve the first orders for this round... 
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Adagio

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September 2004:
The numbers of cities left in this world is not a great number… And after this month, there’s even less. Spaced Cowboy attacked Nuclear Master, who were quick on the trigger to deflect it… to bad for him, he forgot to input the coordinates for the deflection. The deflected nuke went all the way around the world and landed on his own city Ontario. SC’s other nuke hit Canada.
Asmodean nuked Sheep, and got two hits: Sydney & Perth.
DrSpike also set up a deflection system…
4 - Spaced Cowboy (Dallas, Plano, Denton & Irving remaining)
5 - DrSpike (Southampton, Torquay & Paignton remaining)
9 - Sheep (Brisbane & Adelaide remaining)
10 - Asmodean (Copenhagen, Århus, Aalborg, Odense & Randers remaining)
11 – Nuclear Master (Quebec & Calgary remaining)
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