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The World as We Know It


Game Rules

Nation Dossier
1. The Nation Dossier is your primary form of information in TWaWKI. Information there supersedes information anywhere else. Among the information there is your population, government, enacted policies and military and economic information.
2. State Power is the centralization of your government. The higher your nation's State Power, the more policies can be enacted. For every 15 State Power (rounded down) your nation has, your nation can pass 1 Legislation.
3. Policies are an act, bill or major political, economic or military action that your nation enacts. Passing a bill/edict/act/reform is passed via IC and must be named to minimize detrimental effects.

Industries
4. There are four industries in the game: Rail, Automotive, Arms and Aviation. At the beginning of January and June you will have an opportunity to implement the Industry Phase. (See Industry Phase below).

Order of Play
5. The Monthly Phase is as such. Every in-game Month the GM posts an update for that month (example: February), explaining events that have unfolded. Following that, any post you do must take place in the month immediately following that, attaching a Summary to the end of post explaining your nation's actions. In the next Monthly Phase, the GM will reveal the results (if any) of those actions.
6. The Industry Phase takes place during January, April, July and October where you as a nation can direct the invisible hand of your four industries at three month intervals.

Industries Phase
7. There are four industries: Rail, Automotive, Arms and Aviation.
8. Each phase is worked separately.
9. The Industrial Phase is completely optional to the player and can be automated by the GM for the player if the player wishes.

Rail Industry
10. Your nation will fall into one of two categories: 1. a nation with a rail industry (requiring at least 1 domestic rail company) and 2. a nation without an rail industry.

Automotive Industry
11. Your nation will fall into one of two categories: 1. a nation with an automotive industry (requiring at least 1 domestic automotive company) and 2. a nation without an automotive industry.
12. During the Automotive Section of the Industry Phase, nations without an automotive industry will start in random order and have two options: Offer Incentive or Pass. Once a player has bid, it will move to the next player. They can Offer Incentive at a higher rate or Pass. Once all nations have gone, this phase ends.
- Offer Incentive: Starting with $5,000,000 you will make a bid to create a demand for a foreign automotive market to enter your nations domestic market. This money could be considered building roads as viable infrastructure or creating a political campaign to get a foreign manufacturer into your market. Once a bid has been placed.
- Pass: No bid is offered and your nation's government offers no incentives.
13. The top bid will then receive a Demand of 1d6 + [Bid Amount in Millions].
14. Nations with an automotive industry will then set their nation's domestic automotive actions per company. 1 Automotive Action is taken per month.
15. Each turn, you will select the action the automotive industry takes for each Automotive Company that is domestically owned.
16. A company has the following stats:
  • Automotive Company
    • Name of Company
    • Owner & Special Ability:
    • Bank:
    • R&D Points:
    • Models / Demand / Selling Price:
    • Factories / Monthly Production:
    • Units Sold (Monthly / Total):
    • Major Losses:

The actions a domestic automobile company can take are:
  • Automotive Actions
    • Research & Development: +3 R&D Points.
    • Open Factory: Costs $100,000. Will begin producing the latest domestic design.
    • Close Factory: Cost $40,000. Closes factory producing most obsolete domestic design.
    • Expand Market: [Select Market. Your highest automobile design - Their markets highest automobile design = Demand equal to the number multiplied by 1.5.]
    • Take Loan: Takes $150,000 Loan. Must pay back 25% per year or company takes 1 Major Loss.
    • Design Automobile:
      * Choose Low End (Subtract -1 R&D). Mid Level (Subtract -2 R&D). Luxury (Subtract -4 R&D from total spent).
      * All Available R&D Points subtracted by Latest International Designs.
      * If the sum is negative, the company creates an Automobile that is 1 Level less than the Latest International Design and the company takes 1 Major Loss.
      * Costs $10,000 for every R&D Point spent.
      * If the sum between between (Available R&D Points subtracted by Latest International Design is greater than 10, the design fails and the company takes 1 Major Loss.


Arms Industry

Aviation Industry
[Requires Civilian Flight Invention.]
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Official Government Name: The Zellonian Empire
Head of State: Emperor James Zeel, 34
Capital City:Zellon
National Language: Zell
Basic Demographics: A land of snow and mountains the area in the deep north barely inhabitied and where only the strongest Zellonians live. The coastline is much friendlier and where the major centers of trade and industry reside.
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I.Nation
- Population: 2
- Stability: 4.
- Landmass: 4
- Demographics: 6
- Civilian Industry: 6
- Armaments Industry: 3
- Infrastructure: 3
- Naval Industry: 5

II. Military:
- Army Size:1
- Army Training:2
- Army Technology:2
- Navy Size:4
- Navy Training:5
- Navy Technology:6

III. Economics:
- Rare Resources: 1
- Common Resources: 3
- Luxury Resources: 1
- Bureaucracy: 5
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Official Government Name: The Tsardom of Radena
Head of State: Tsar Pyotr II of Radena, Khan of the Daichid, Khümüüs, and Naiz, Huángdì of Rén, Shén of Shèngdì, and Sultan of Ashkhas and Almuharibun (42)
Capital City: Glavnaya
National Language: Radenan
Basic Demographics:
Tsardom of Radena:
Daichid Khanate:
Khümüüs Khanate:
Naiz Khanate:
Dìguó of Rén:
Shèngdì:
Sultanate of Ashkhas:
Sultanate of Almuharibun:
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I.Nation
- Population: 6.
- Stability: 3
- Landmass: 10
- Demographics: 0
- Civilian Industry: 5
- Armaments Industry: 4
- Infrastructure: 2
- Naval Industry: 2

II. Military:
- Army Size: 6
- Army Training: 4
- Army Technology: 5
- Navy Size: 2
- Navy Training: 1
- Navy Technology: 1

III. Economics:
- Rare Resources: 4
- Common Resources: 5
- Luxury Resources: 3
- Bureaucracy: 3
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