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An Introduction
A CTW is a forum game based on the idea of taking over the world. Each player will usually start off with a small undeveloped country which they are leader of. The GM assigns these countries (usually stuff like Kazakhstan or Turkmenistan) Each turn you dictate spending and policies to make yourself an empire. Each turn also lasts one year. You can develop new technologies, declare war, conduct diplomacy, secret operations and much much more.
The game has almost no limits and is less complicated than is imagined when you look at some of the extensive rules! You are encouraged to come up with your own military designs. While normally a country might spend 8 years developing something, that won't be the case here. Really complex inventions may take 5 or 6 turns.
While in real life your countries would have absolutely dismal budgets, you will find that your budget sometimes is larger than the GDP of your country IRL. This is a bit silly, but necessary for you guys to advance in any sort of degree to be competitive.
It is important to remember that this game is about expansion, diplomacy, and inventing wild things. The designer of the game made a mega-sub that carried 10,000 troops, and other submarines. You won't go that far off the deep end, but be creative.
Below are the rules of the game, you can learn a lot from playing and watching others take their turns. The GM will also answer any queries you may have. You'll also find wikipedia will contain much of the information you need about your country. worldbank also has some excellent resources.
Rules
This game was created by Trollbrain, and developed over time and through experience by everyone else. Even so, Trollbrain deserves much of the blame for everything that goes wrong. Give Trollbrain money.
The rules are subject to change. If you have a dispute with any rule, please ask the GM in a calm and polite manner.
A CTW is a forum game based on the idea of taking over the world. Each player will usually start off with a small undeveloped country which they are leader of. The GM assigns these countries (usually stuff like Kazakhstan or Turkmenistan) Each turn you dictate spending and policies to make yourself an empire. Each turn also lasts one year. You can develop new technologies, declare war, conduct diplomacy, secret operations and much much more.
The game has almost no limits and is less complicated than is imagined when you look at some of the extensive rules! You are encouraged to come up with your own military designs. While normally a country might spend 8 years developing something, that won't be the case here. Really complex inventions may take 5 or 6 turns.
While in real life your countries would have absolutely dismal budgets, you will find that your budget sometimes is larger than the GDP of your country IRL. This is a bit silly, but necessary for you guys to advance in any sort of degree to be competitive.
It is important to remember that this game is about expansion, diplomacy, and inventing wild things. The designer of the game made a mega-sub that carried 10,000 troops, and other submarines. You won't go that far off the deep end, but be creative.
Below are the rules of the game, you can learn a lot from playing and watching others take their turns. The GM will also answer any queries you may have. You'll also find wikipedia will contain much of the information you need about your country. worldbank also has some excellent resources.
Rules
Rule 1) The word of the GM is LAW and FINAL!
Rule 2) The GM reserves the right to do anything at any time.
The GM is essentially god in this game, what they say goes. They state whether actions are successful or failures and what the consequences are. They'll supply all the information you need and will often be willing to help with problems if you ask.
The GM will try to keep the game fair, but if you see any big errors then you can point them out to the GM. However, if the GM disagrees with your observation then the matter should be dropped without further arguing. As rules one and two state, the GM's word is final.
If you suspect a GM of being biased against you or any other player, post proof of bias publicly. Minor bias is to be expected though; thus it is good to be nice to the GM, as he
holds your life in his hands. Annoying the GM, whether through messenger, mail, or in game, can be punished by the GM messing up your turns, but he's a dick if he does unless you're really pissing him off.
The GM reserves the right to amend the rules of the game or add rules that were missed in order to make the rules more complete. He will generally do this after he notices someone exploiting a loophole in the rules. When this happens, the person he noticed using the loophole will be allowed to use it as it was not in the rules at the time of that person's posting, but from then on no one can use that loophole (as it is covered by the rules). Do not deliberately make advantage of a loophole or you'll be punished!
One final thing to remember is the time and effort the GM has put into this game so be nice!
Rule 2) The GM reserves the right to do anything at any time.
The GM is essentially god in this game, what they say goes. They state whether actions are successful or failures and what the consequences are. They'll supply all the information you need and will often be willing to help with problems if you ask.
The GM will try to keep the game fair, but if you see any big errors then you can point them out to the GM. However, if the GM disagrees with your observation then the matter should be dropped without further arguing. As rules one and two state, the GM's word is final.
If you suspect a GM of being biased against you or any other player, post proof of bias publicly. Minor bias is to be expected though; thus it is good to be nice to the GM, as he
holds your life in his hands. Annoying the GM, whether through messenger, mail, or in game, can be punished by the GM messing up your turns, but he's a dick if he does unless you're really pissing him off.
The GM reserves the right to amend the rules of the game or add rules that were missed in order to make the rules more complete. He will generally do this after he notices someone exploiting a loophole in the rules. When this happens, the person he noticed using the loophole will be allowed to use it as it was not in the rules at the time of that person's posting, but from then on no one can use that loophole (as it is covered by the rules). Do not deliberately make advantage of a loophole or you'll be punished!
One final thing to remember is the time and effort the GM has put into this game so be nice!
Once the game is started, every player has 5 days to post their turn before the GM will check the turns. Depending on the GM's schedule (he has a life too, you know), it may take more than 48 hours for him to check, approve, and post the results of turns. However, once he does, players can expect to have 5 days to post their next turn. Please don’t leave your turn till the last minute!
In regards to missed turns, If you miss a turn only half of the missed turn's budget will be carried over. A GM may choose to remove you from the game if you seem inactive so make sure they know when you're going to post!
In regards to missed turns, If you miss a turn only half of the missed turn's budget will be carried over. A GM may choose to remove you from the game if you seem inactive so make sure they know when you're going to post!
Please follow what has become the standard format below. Bad formatting may cause the GM to look unfavourably upon your turn, because it can be a right pain in the bum for the GM to respond to your turn if your turn is an unorganized mess.
The example below is the standard turn structure and is very easy to understand. Its recommended to use spoilers within each of the below headings when listing military units etc. If you do not spoiler your military, your post will take up a massive amount of space in the later turns. The GM does not like that.
The example below is the standard turn structure and is very easy to understand. Its recommended to use spoilers within each of the below headings when listing military units etc. If you do not spoiler your military, your post will take up a massive amount of space in the later turns. The GM does not like that.
[Name] – [Country/Empire] – Turn [#]
[Country 1 Name] – [Country 1 Population]
[Country 2 Name] – [Country 2 Population]
[etc...]
Total: [Population of all countries]
Government Expenditures: [what it says]
Military
Army
[Equipment 1] - [# of Equipment 1] - [total cost of Equipment 1]
[Equipment 2] - [# of Equipment 2] [total cost of Equipment 2]
[etc...]
Navy
[Naval Equipment 1] - [# of Naval Equipment 1] - [total cost of Naval Equipment 1]
[Naval Equipment 2] - [# of Naval Equipment 2] - [total cost of Naval Equipment 2]
[etc...]
Air Force
[Air Force Equipment 1] - [# of Air Force Equipment 1] - [total cost of Air Force Equipment 1]
[Air Force Equipment 2] - [# of Air Force Equipment 2] - [total cost of Air Force Equipment 2]
[etc...]
Military Personnel - [# of troops in your armed forces]
Domestic Affairs/Economy
[Explain your actions in this area]
Foreign Relations
[Explain your actions in this area]
Research
[Explain anything you are researching (can be a codename)]
Military
[Explain any purchases or changes in personnel here]
[Explain any military movements you are making here]
Summary
[Summarize your turn] This is important as it allows the GM to have an at a glance look to see if he missed anything!
As stated above this is not the only allowable structure of writing your turn. However things that are definitely required are:
- Budget
- Population
- Lists of all military equipment
[Country 1 Name] – [Country 1 Population]
[Country 2 Name] – [Country 2 Population]
[etc...]
Total: [Population of all countries]
Government Expenditures: [what it says]
Military
Army
[Equipment 1] - [# of Equipment 1] - [total cost of Equipment 1]
[Equipment 2] - [# of Equipment 2] [total cost of Equipment 2]
[etc...]
Navy
[Naval Equipment 1] - [# of Naval Equipment 1] - [total cost of Naval Equipment 1]
[Naval Equipment 2] - [# of Naval Equipment 2] - [total cost of Naval Equipment 2]
[etc...]
Air Force
[Air Force Equipment 1] - [# of Air Force Equipment 1] - [total cost of Air Force Equipment 1]
[Air Force Equipment 2] - [# of Air Force Equipment 2] - [total cost of Air Force Equipment 2]
[etc...]
Military Personnel - [# of troops in your armed forces]
Domestic Affairs/Economy
[Explain your actions in this area]
Foreign Relations
[Explain your actions in this area]
Research
[Explain anything you are researching (can be a codename)]
Military
[Explain any purchases or changes in personnel here]
[Explain any military movements you are making here]
Summary
[Summarize your turn] This is important as it allows the GM to have an at a glance look to see if he missed anything!
As stated above this is not the only allowable structure of writing your turn. However things that are definitely required are:
- Budget
- Population
- Lists of all military equipment
You start with whatever military your country has in real life unless the GM specifies otherwise. Use wikipedia to find out what they have. If wikipedia has nothing then speak to GM to find out where to look.
The recommended size of a military is 0.5% of your population. Using less will benefit your economy, on the whole its advised not to have your military at its maximum. Relative numbers of soldiers, artillery, tanks, etc. are required to be kept at all times and in all turns.
Any specified weapons for your troops will cost $50 Million per weapon category. If you have 6 weapon categories of specificity, you must set aside $300 Million for your weapons. So for example, if you wanted to have the Zastava M21 as your country's main assault rifle, you would put $50 million on that purchase.
Heavily building up your military will cause suspicion with surrounding neighbours. Also, having a huge military isn't always best, a well planned attack can win with far fewer troops than the enemy. Secondly, use common sense. You aren't going to be able to buy F-35s or F-22s, or the latest Sukhoi fighter jet. Countries aren't going to offer their brand new tech for sale except to close allies.
The recommended size of a military is 0.5% of your population. Using less will benefit your economy, on the whole its advised not to have your military at its maximum. Relative numbers of soldiers, artillery, tanks, etc. are required to be kept at all times and in all turns.
Any specified weapons for your troops will cost $50 Million per weapon category. If you have 6 weapon categories of specificity, you must set aside $300 Million for your weapons. So for example, if you wanted to have the Zastava M21 as your country's main assault rifle, you would put $50 million on that purchase.
Heavily building up your military will cause suspicion with surrounding neighbours. Also, having a huge military isn't always best, a well planned attack can win with far fewer troops than the enemy. Secondly, use common sense. You aren't going to be able to buy F-35s or F-22s, or the latest Sukhoi fighter jet. Countries aren't going to offer their brand new tech for sale except to close allies.
You may launch as many attacks as your military can handle a turn, its best not to overstretch yourself though.
You need to include a warplan for your attack to go ahead. If you do not the invasion will fail to go ahead. A badly made plan will often result in failure so its best to be as detailed as possible. Its best to include a map with small annotations if you can, as well as instructions for your troops. (If you google "Map of [country], lonely planet" you will find good maps to use. Edit them in MS Paint or the Apple equivalent) If you wish to be more detailed, you may use a topographical map if you plan on using the terrain to your advantage,
You should always include a method of getting troops into the country if you are not just crossing your own borders. E.g. assaulting an island should include a statement saying you plan to ship troops in or drop them out of planes etc. You do not have to worry about time taken to get there, to keep the flow going it is instant. You also need to make sure you have sufficient transport to get your troops in if not crossing a border. Defenders can try to prevent troops from arriving. If you don't have amphibious assault craft, or no way to transport your army across the sea, your attack will not happen, and the world will laugh at you.
Remember, the GM will not be a total dickhead about this. If you miss a minor detail they may choose to ignore it and allow your attack to go ahead without any trouble. As stated earlier their word is final. War is fickle, even the best laid plans can go wrong and luck can save badly laid ones.
If a player has initiated battle with another player or native nation, they may continue battle through as many posts as necessary. They may not make any developmental advancement, but may only move or reorganize troops. All military sub turn posts must begin with the name of the player and their country.
For example:
No I In Threesome – USSR – Military Sub-Turn
Additionally, in order to keep other nations from getting angry at you for invading a country; it is a good idea (but not a requirement) to provide a reason for invading the aforementioned country. The UN may intervene if an attack is seen as unprovoked. Also, other players often like to ruin your plans by coming to the aid of the country you're attacking so watch out! Aggression against your country isn't the only reason, there can be many others, ranging from treaty disputes, to humanitarian crises.
Turns can be edited before a big post if a player declares war after people have posted. They may wish to mobilise units or offer support.
Also, consider the difficulties of passing through other countries airspace/land to attack. They may not always let you.
You need to include a warplan for your attack to go ahead. If you do not the invasion will fail to go ahead. A badly made plan will often result in failure so its best to be as detailed as possible. Its best to include a map with small annotations if you can, as well as instructions for your troops. (If you google "Map of [country], lonely planet" you will find good maps to use. Edit them in MS Paint or the Apple equivalent) If you wish to be more detailed, you may use a topographical map if you plan on using the terrain to your advantage,
You should always include a method of getting troops into the country if you are not just crossing your own borders. E.g. assaulting an island should include a statement saying you plan to ship troops in or drop them out of planes etc. You do not have to worry about time taken to get there, to keep the flow going it is instant. You also need to make sure you have sufficient transport to get your troops in if not crossing a border. Defenders can try to prevent troops from arriving. If you don't have amphibious assault craft, or no way to transport your army across the sea, your attack will not happen, and the world will laugh at you.
Remember, the GM will not be a total dickhead about this. If you miss a minor detail they may choose to ignore it and allow your attack to go ahead without any trouble. As stated earlier their word is final. War is fickle, even the best laid plans can go wrong and luck can save badly laid ones.
If a player has initiated battle with another player or native nation, they may continue battle through as many posts as necessary. They may not make any developmental advancement, but may only move or reorganize troops. All military sub turn posts must begin with the name of the player and their country.
For example:
No I In Threesome – USSR – Military Sub-Turn
Additionally, in order to keep other nations from getting angry at you for invading a country; it is a good idea (but not a requirement) to provide a reason for invading the aforementioned country. The UN may intervene if an attack is seen as unprovoked. Also, other players often like to ruin your plans by coming to the aid of the country you're attacking so watch out! Aggression against your country isn't the only reason, there can be many others, ranging from treaty disputes, to humanitarian crises.
Turns can be edited before a big post if a player declares war after people have posted. They may wish to mobilise units or offer support.
Also, consider the difficulties of passing through other countries airspace/land to attack. They may not always let you.
Defenders have a slight advantage in that they can technically use their entire population to their defence with few negative effects. However, citizens will not generally fight back of their own free will, and there will be high desertion rates if they are commanded to fight, especially if they are not properly equipped and trained.
If a player is under attack and does not defend themselves or post any message about it within 24 hours, then the fight will go on as if the country were an NPC country, however in this situation the defending players troops will not fight at there full strength as they are being ordered around by the generals not the actual leader.
Defenders, like attackers, can make as many posts as necessary to defend themselves with the same rules regarding the start of the post. Support can be sent to a defending nation without taking a turn. If an ally is under attack, you may send troops to his support. You cannot move to support an attacker.
You can appeal to the UN or other powerful nations if you think an attack is completely unjustified and may receive help. This is dependant on what your GM thinks.
If a player is under attack and does not defend themselves or post any message about it within 24 hours, then the fight will go on as if the country were an NPC country, however in this situation the defending players troops will not fight at there full strength as they are being ordered around by the generals not the actual leader.
Defenders, like attackers, can make as many posts as necessary to defend themselves with the same rules regarding the start of the post. Support can be sent to a defending nation without taking a turn. If an ally is under attack, you may send troops to his support. You cannot move to support an attacker.
You can appeal to the UN or other powerful nations if you think an attack is completely unjustified and may receive help. This is dependant on what your GM thinks.
Diplomacy is a tool that can be used against both native and occupied nations. The GM will determine the effectiveness of such an action. Repeating an action can produce good results, but in certain situations it can make things worse.
Diplomacy with other player is fine as long as you make any alliances clear to the GM in private. You can betray alliances with players with no consequences except for angering the player themself.
Countries may merge with you if you ask in the right way. You have to give clear reasoning and have a good case as countries don't join your empire for nothing! They may want to fulfill certain goals or you'll have to look impressive and friendly. Often a merged country will be in a dire state and need much work on it. You will have to have very good relations with said country, or do some serious covert ops and bribing for a country to consider merging.
Diplomacy with other player is fine as long as you make any alliances clear to the GM in private. You can betray alliances with players with no consequences except for angering the player themself.
Countries may merge with you if you ask in the right way. You have to give clear reasoning and have a good case as countries don't join your empire for nothing! They may want to fulfill certain goals or you'll have to look impressive and friendly. Often a merged country will be in a dire state and need much work on it. You will have to have very good relations with said country, or do some serious covert ops and bribing for a country to consider merging.
Attacks or defences must be posted as part of your turn with full disclosure of troop numbers and types, equipment numbers and types. These attacks or defences must be written in your turn or military sub-turn. You may however send a secret plan to the GM if you wish to make covert extra actions (special operations only). If a plan is too hard to keep secret the GM may reveal it.
If any special weaponry or tactics are used within battle, it must be mentioned or else it will be assumed that standard technology and tactics were used. Development of technologies, upgrades in weaponry, upgrades in economy, or construction of weaponry must be announced to the GM.
If you spend vast amounts of money on something secretly NPCs will become suspicious and want to know what you are doing. The UN may even intervene if it seems very suspicious and send inspectors.
Actions may be performed by privately messaging the GM, but the GM reserves the right to announce any information to the public.
Clues will be given in the case of secret missions, unless you cover your ass really well.
Secret missions can range from assassinations, to spy missions, to hijackings, to spreading of propaganda, and more.
Be reasonable with your secret actions. Sending insurgency attacks to every nation in Asia is ridiculous. Doing this, or something similar, could result in the disclosure of your actions to the public by the GM (and your disgrace).
You’ll also want to have plans put in place in an attempt to reduce damage by attacks or have plans to prevent assassination. Personal security is a must really.
If any special weaponry or tactics are used within battle, it must be mentioned or else it will be assumed that standard technology and tactics were used. Development of technologies, upgrades in weaponry, upgrades in economy, or construction of weaponry must be announced to the GM.
If you spend vast amounts of money on something secretly NPCs will become suspicious and want to know what you are doing. The UN may even intervene if it seems very suspicious and send inspectors.
Actions may be performed by privately messaging the GM, but the GM reserves the right to announce any information to the public.
Clues will be given in the case of secret missions, unless you cover your ass really well.
Secret missions can range from assassinations, to spy missions, to hijackings, to spreading of propaganda, and more.
Be reasonable with your secret actions. Sending insurgency attacks to every nation in Asia is ridiculous. Doing this, or something similar, could result in the disclosure of your actions to the public by the GM (and your disgrace).
You’ll also want to have plans put in place in an attempt to reduce damage by attacks or have plans to prevent assassination. Personal security is a must really.
You are encouraged to invent new things, but you must supply general schematics, costs, and capabilities upon usage. It is up to the GM whether they accept and may be subject to changes or modifications.
You cannot copy inventions made by other players in previous games (unless they offer permission), but you may remake your own. The GM is to judge when cases of copying occur. If an invention or weapon already exists in the real world, it may be used, though a link to its schematics and capabilities are required. If you decide to reverse engineer something, don't make a carbon copy of the technology unless you want to get hit by a lawsuit.
To upgrade an invention, explanation is required for how it was updated and to what effect. Most Cold War era weapon platforms have some upgraded variant. A few minutes of research can save you from figuring out what to do on your own.
When creating a new invention, the first turn you post it, when approving your turn the GM will tell you your ETA. This ETA will go down one per turn.
You cannot copy inventions made by other players in previous games (unless they offer permission), but you may remake your own. The GM is to judge when cases of copying occur. If an invention or weapon already exists in the real world, it may be used, though a link to its schematics and capabilities are required. If you decide to reverse engineer something, don't make a carbon copy of the technology unless you want to get hit by a lawsuit.
To upgrade an invention, explanation is required for how it was updated and to what effect. Most Cold War era weapon platforms have some upgraded variant. A few minutes of research can save you from figuring out what to do on your own.
When creating a new invention, the first turn you post it, when approving your turn the GM will tell you your ETA. This ETA will go down one per turn.
- In this particular game, you're sort of playing a character who's in charge of a country. Keep this in mind.
- You choose how to consolidate your power. You do not have to be a dictator.
- Other nations exist, they are controlled by the GM and may effect the world in different ways through alliances and wars.
- Currently existing international alliances and agreements will continue their existence unless they are nullified by the GM. Be careful of who you invade and for what reason, as your doings will effect your diplomatic relations with the rest of the world.
- Keep to international convention such as human rights and the geneva convention. If you don't, the might of the international community could fall on you.
- The GM may cause change the rules depending on who the GM is
- Budget should be spent sensibly as spending it all on military will result in ruination
- Editing your turn is perfectly fine, as long as you do so before the official ending time of the turn and notify the GM of the edit.
- God Modding is serious and will almost always end in an internal disaster in your country. Preferably freak meteor storms.
- You choose how to consolidate your power. You do not have to be a dictator.
- Other nations exist, they are controlled by the GM and may effect the world in different ways through alliances and wars.
- Currently existing international alliances and agreements will continue their existence unless they are nullified by the GM. Be careful of who you invade and for what reason, as your doings will effect your diplomatic relations with the rest of the world.
- Keep to international convention such as human rights and the geneva convention. If you don't, the might of the international community could fall on you.
- The GM may cause change the rules depending on who the GM is
- Budget should be spent sensibly as spending it all on military will result in ruination
- Editing your turn is perfectly fine, as long as you do so before the official ending time of the turn and notify the GM of the edit.
- God Modding is serious and will almost always end in an internal disaster in your country. Preferably freak meteor storms.
Domestic Affairs/Economy:
So, we've got a lot of coal, we rank 6th in the world for coal exports. We also export electricity, but still import some. So, announce the construction of a new, 400 MW coal-fired powerplant in Florencia. Construction will begin this year. $380 million
Colombia has a solid industry base, sweet. We even export high-tech products. Expand the weapons manufacturer Indumil to land vehicle systems. Begin construction on a land vehicle factory in Bogota. Also hire some General Dynamics contractors to help design the factory, and train workers on construction techniques. $300 million
So we produce a lot of oil, but can't refine enough, forcing us to import fuels such as gasoline. There are plans for a refinery, so let's begin construction on that new refinery. $400 million
So apparently the trans-caribbean pipeline is under construction. Lets get some additional funding in there, and hire some extra workers (we have 10% unemployment), give them basic training, and get them to work. Maybe we can finish our portion ahead of time. Workers on the pipeline will have the option to receive additional training when the project is finished and work at the refinery that is being built. $150 million
Well, some of the poorest citizens are in resource rich areas. Isn't that interesting. Form the Colombian Mining Authority, a mining company that will hire disadvantaged workers living in resource rich areas. They will be given the proper training needed, meanwhile, lay out the infrastructure for mining operations to mine nickel, gold, and platinum. These materials are used in electronics and manufacturing, so they should be a good money maker. $500 million
Well Education could do much better, especially in elementary levels because the teachers don't know enough to teach. So, we will hire a couple advisors from Finland (Finland ranks very high in education) to help structure the way schools are managed. In addition to that, enact the following reforms:
-Require that teachers go to university for four years, plus one year of graduate school, if they wish to teach in Colombia.
-If universities in Colombia are not enough to meet the education requirements, offer grants to teachers who wish to attend an international university.
-Encourage businesses to provide funding. This will be regulated so say a medical company can give money for a certain area (such as sciences and health education), but cannot stipulate that a school has to use a certain brand, for example.
-Hire counselors and social workers whose job is to help at-risk youth and encourage students to stay in school.
-Provide funding so that schools will have at the very least, computers, modern textbooks, and adequate supplies.
$800 million
According to Wiki, three quarters of cross-border dry cargo is transported by road. Now we have some terrain issues, so identify the portions that can be paved and graded to help with that terrain issue. Once we do that, start improvements on the easier bits. $180 million
Personal Security - $20 million
Foreign Relations:
Ecuador - Formally apologise for the previous administration's violation of the Ecuadorian border in a bombing raid on a FARC camp. While the FARC rebels are a serious threat, the new administration does not take to violating borders lightly.
At the same time, quietly, and out of diplomatic channels, launch a more thorough investigation into the National Police's claim that Ecuador is cooperating with FARC. Contact wikileaks and inquire if they have any communications involving FARC. If they do, obtain them, and we will sit on them for now. $20 million
Peru - (I'm not seeing any relations on either page for the two of us, so I assume there aren't any), propose to Peru that we formally establish diplomatic relations and embassies.
R&D:
None
Military:
South Korea has been trying to export arms to South American countries, according to wiki, so lets purchase 2 Ulsan class frigates. $480 million (price found here )
Purchase 10 MiG-29S since our current fighter is rather outdated $320 million
Operation Condor:
Lower security and withdraw troops and equipment around a few places that FARC has retaken, some, not all. If they push in the weakened areas, offer resistance, but retreat after. Retreated units will be reinforced by the soldiers that have left. We want to give FARC the appearance that they are doing well. Also have some soldiers who have not been in combat with FARC infiltrate the organization, posing as deserters, or volunteers. These soldiers will be given good backstories, since I assume they will be questioned. Their job is to observe the chain of command and learn what they can about the supply methods and depots FARC uses. Towards the end of the year, they will be recalled and debriefed on what they know. To make it believable, we will "capture" them in a raid.
In the meantime, get some armored patrols and ambushes going along the pipleines. FARC loves to attack the pipelines, wiki says an average of 1 attack every 5 days in 2009. Use our ScanEagles and A-37 Dragonflys to perform recon patrols above the pipelines, so our patrols and ambushes have information on FARC movements. Also put scouts and forward observers in crows nests in trees along possible attack routes.
Have special forces teams perform recon on the villages recently taken by FARC, find out the chain of command, when supply deliveries are made, and troop movements. They will use their RQ-11 Ravens for observation.
Perform long range recon missions with the Broncos.
Summary:
Powerplant
Expand Indumil
Refinery
Pipeline
Mining Authority
Education
Roads
Personal Security
Ecuador Relations
Peru Relations
Purchase 2 ships
Purchase 10 planes
Operation Condor - Part One
So, we've got a lot of coal, we rank 6th in the world for coal exports. We also export electricity, but still import some. So, announce the construction of a new, 400 MW coal-fired powerplant in Florencia. Construction will begin this year. $380 million
Colombia has a solid industry base, sweet. We even export high-tech products. Expand the weapons manufacturer Indumil to land vehicle systems. Begin construction on a land vehicle factory in Bogota. Also hire some General Dynamics contractors to help design the factory, and train workers on construction techniques. $300 million
So we produce a lot of oil, but can't refine enough, forcing us to import fuels such as gasoline. There are plans for a refinery, so let's begin construction on that new refinery. $400 million
So apparently the trans-caribbean pipeline is under construction. Lets get some additional funding in there, and hire some extra workers (we have 10% unemployment), give them basic training, and get them to work. Maybe we can finish our portion ahead of time. Workers on the pipeline will have the option to receive additional training when the project is finished and work at the refinery that is being built. $150 million
Well, some of the poorest citizens are in resource rich areas. Isn't that interesting. Form the Colombian Mining Authority, a mining company that will hire disadvantaged workers living in resource rich areas. They will be given the proper training needed, meanwhile, lay out the infrastructure for mining operations to mine nickel, gold, and platinum. These materials are used in electronics and manufacturing, so they should be a good money maker. $500 million
Well Education could do much better, especially in elementary levels because the teachers don't know enough to teach. So, we will hire a couple advisors from Finland (Finland ranks very high in education) to help structure the way schools are managed. In addition to that, enact the following reforms:
-Require that teachers go to university for four years, plus one year of graduate school, if they wish to teach in Colombia.
-If universities in Colombia are not enough to meet the education requirements, offer grants to teachers who wish to attend an international university.
-Encourage businesses to provide funding. This will be regulated so say a medical company can give money for a certain area (such as sciences and health education), but cannot stipulate that a school has to use a certain brand, for example.
-Hire counselors and social workers whose job is to help at-risk youth and encourage students to stay in school.
-Provide funding so that schools will have at the very least, computers, modern textbooks, and adequate supplies.
$800 million
According to Wiki, three quarters of cross-border dry cargo is transported by road. Now we have some terrain issues, so identify the portions that can be paved and graded to help with that terrain issue. Once we do that, start improvements on the easier bits. $180 million
Personal Security - $20 million
Foreign Relations:
Ecuador - Formally apologise for the previous administration's violation of the Ecuadorian border in a bombing raid on a FARC camp. While the FARC rebels are a serious threat, the new administration does not take to violating borders lightly.
At the same time, quietly, and out of diplomatic channels, launch a more thorough investigation into the National Police's claim that Ecuador is cooperating with FARC. Contact wikileaks and inquire if they have any communications involving FARC. If they do, obtain them, and we will sit on them for now. $20 million
Peru - (I'm not seeing any relations on either page for the two of us, so I assume there aren't any), propose to Peru that we formally establish diplomatic relations and embassies.
R&D:
None
Military:
South Korea has been trying to export arms to South American countries, according to wiki, so lets purchase 2 Ulsan class frigates. $480 million (price found here )
Purchase 10 MiG-29S since our current fighter is rather outdated $320 million
Operation Condor:
Lower security and withdraw troops and equipment around a few places that FARC has retaken, some, not all. If they push in the weakened areas, offer resistance, but retreat after. Retreated units will be reinforced by the soldiers that have left. We want to give FARC the appearance that they are doing well. Also have some soldiers who have not been in combat with FARC infiltrate the organization, posing as deserters, or volunteers. These soldiers will be given good backstories, since I assume they will be questioned. Their job is to observe the chain of command and learn what they can about the supply methods and depots FARC uses. Towards the end of the year, they will be recalled and debriefed on what they know. To make it believable, we will "capture" them in a raid.
In the meantime, get some armored patrols and ambushes going along the pipleines. FARC loves to attack the pipelines, wiki says an average of 1 attack every 5 days in 2009. Use our ScanEagles and A-37 Dragonflys to perform recon patrols above the pipelines, so our patrols and ambushes have information on FARC movements. Also put scouts and forward observers in crows nests in trees along possible attack routes.
Have special forces teams perform recon on the villages recently taken by FARC, find out the chain of command, when supply deliveries are made, and troop movements. They will use their RQ-11 Ravens for observation.
Perform long range recon missions with the Broncos.
Summary:
Powerplant
Expand Indumil
Refinery
Pipeline
Mining Authority
Education
Roads
Personal Security
Ecuador Relations
Peru Relations
Purchase 2 ships
Purchase 10 planes
Operation Condor - Part One
This game was created by Trollbrain, and developed over time and through experience by everyone else. Even so, Trollbrain deserves much of the blame for everything that goes wrong. Give Trollbrain money.
The rules are subject to change. If you have a dispute with any rule, please ask the GM in a calm and polite manner.
Small-Scale Tactics: Revolution & Insurrection
In this CTW the countries you'll receive are somewhat... awful, in a word. In fact, in this game, you play as the father of nations; whether that means you're the shadowy figure behind a coup, the face of a still burgeoning revolution, or the president of an aspiring splinter state. Your country is in its infancy; there's no guarantee you'll receive international recognition or support. You must crawl before you can walk.
It will take all of your intellect and tactical ability to ascend and conquer the world, but it can be done, my aspiring dictators. Remember, the nature of this game favors cunning in your relations with bigger countries, as well as with the improvements that you choose to make. Getting your country recognized and out of its cycle of poverty should be your first priority in most cases.
I shall be the sole GM of this game. I've led CTWs on this site (under the names Fine Frenzy and VVVVVV) and others in the past. Please, if you have any questions, don't hesitate to ask. If I'm not available, Clayton will be a good resource (albeit potentially a biased one, considering he's also playing).
When you're posting your intention to join, please include a color. First come, first serve. Countries shall be handed out in approximately 48 hours.
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