Welcome one and all to the next iteration of the KYM Nations RP!
First things first. We’ll need signups. There will be 10 players maximum; if we don’t have that many you can play as an existing NPC nation.
Here is the map of your starting planet. Please post what colony you want (the number; borders are going to be drawn in as we go) and a color for your nation. If you want to post a flag that’s fine too.
EDIT: Game Mechanics
(Economy x Population = Army, Economy x Stability = Navy)
Stability: The harmony and fluidity of your territory, as well as the level of infrastructure and inter-nation politics.
Standing Army: Strength of stationed Armed Forces
Standing Navy: Strength of stationed Fleet
Stability: Overall stability of your sum territories
Military: Complete miltiary capability
Technology: The comparative level of common tools and technology in your sum territories and equality of distribution.
Army: Is made of three general classes: Air, Armor, Infantry.
Air is any unit that doesn’t use the ground or water to move, from Atmosphere rated ships to Whirly-Birds. The advantage of having Air units is that they can move far and fast, and are generally effective against Armor as well as defending. Air units do suffer against Infantry and Large Targets such as Cities and Silos.
Armor is any unit that consists of a dedicated combat vehicle, from Battle Tanks to Armored Personnel Carriers. Armor is the general fist of any decent Army, strong against Large Targets (Cities, Silos, etc.) and Infantry. They suffer against Air units, and are the slowest of all units.
Infantry is any unit that consists of Human Combatants and their Tools, from Hooded men with AKs and Trucks to Power Armor Troops with teleporters. Infantry makes up the bulk of most Armies, and do well against anything that Isn’t a Tank. As an addition, Infantry requires far less resources than Armor or Air.
Silos: Silos are immobile, stationary objects on planets that bear the Big Guns of a nation, from Missiles to planetary defense guns. They have no active role other than to contain and command the most authoritarian of weapons.
Navy: Made of three general classes. Carriers, Ships-Of-The-Line, Corvettes.
Carriers are the largest of ships that bear and support smaller ships and materials where they go. This ranges from mobile repair stations to Corvette and Troop Ferries. Carriers are generally unsuited to direct combat, instead granted vast support to other more lethal ships, but can many also ferry ships to engage opponents. The most expensive of ships.
S-O-T-L: The hammer of any nation’s fleet, consisting of Destroyers, Cruisers, Battleships, Evil Death Laser Ships, and the like. Generally suited to attacking all manner of targets, from planetary cities to alien war-carriers, as well as deep space patrol.
Corvettes: The small, agile scalpel and defenders of Star-Ships, Corvettes feature Frigates, Bombers, Fighters, and Scouts. Not usually fit for attacking, but make for good defenders for all manner of possession. Cheapest of ships.