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seath's nation 05/05

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1seath's nation 05/05 Empty seath's nation 05/05 Thu May 05, 2011 7:33 pm

BBJynne

BBJynne
Admin

Nation Culture: Western
Nation Government: Republic with central governing authority
Nation Leader: Henry Stevens

Stat points: Military–2, Economy-4, Culture-2

Regions: 21,22,34 - North-East North America

NEA 03: Port, Mineral Extraction

NEA 07 Shields: Mineral Extraction, Industrial Center

NEA 14 Pukaskwa: Agriculture, Mineral Extraction, Industrial Center, Port, Hospital

NEA 21 Superior: Agriculture, Mineral Extraction, Industrial Center, Trade Center, Small Airbase, Training Center, Basic Factory, Recreation Park, Barracks, Entertainment Center, Research Center

NEA 20 Thunder Bay: Agriculture, Mineral Extraction, Industrial Center, Large Airbase, Port, Training Center, Basic Factory, Military Shipyard, Artillery Factory, Recreation Park, Barracks, Entertainment Center, Local News Station

NEA 32: something

NEA 33 Wausau: Agriculture, Mineral Extraction, Industrial Center, Small Airbase, Port, Recreation Park, Entertainment Center, Basic Factory

NWA 37: Mineral Extraction, Industrial Center, Basic Factory, Hospital

NWA 07 Northern Greenland: Mineral Extraction, Industrial Center

NWA 08 Southern Greenland: Mineral Extraction, Industrial Center, Port, Training Center, Basic Factory

Characters:
Andrew Charlesworth - Internal Affairs Advisor
Jacob Fletcher - Military Advisor
Arin Duan - Scientific Advisor
Luke Grumming - Diplomat
Commissioner Walker - Internal Stability Officer

Nation bonuses:
Rugged - Having lacked many comforts for many decades, the populace of Superior may not be the happiest, but they are more than capable of dealing with bad conditions. Through the harsh weather and opposition from both outside and within, they have become hardened.
*General population/ military can withstand bad conditions better than usual. (starvation, nukes, riots, ect.)

Industrious - The large amount of natural resources and intellectual talent has led to a pro-work society. The populace feels the need to work hard and contribute to the nation. (Economy boost. +1 to start, +1 for every 5 econ boost buildings [agriculture, mineral, industrial])


Economy: 14(building) +3(NB) +7(trade) +4(TC)

Total Production Points: 7 +8(Econ) +2(Happy)

Population Happiness: 50% + 30%(Buildings) + 65%(Econ)

Army Morale: 50% +10%(Buildings)

Unique Unit: 'Misfits'

The Misfits are among both the best and strangest of Superior. Requiring at least a four-year degree in Science or Engineering, they are highly skilled and intelligent, filling support roles better than any other group on the face of the planet. After a rigorous testing period required for admission into the Misfits, they are trained to be soldiers and battlefield repair experts. Their combination of skills and combat effectiveness makes the Misfits the single most valuable force within any army of Superior.

Often in the field of fire, they are equipped with heavy combat armor and a weapon, in addition to the large amount of equipment they are required to carry to perform their normal tasks. To further increase their effectiveness, they are outfitted with exo-suits, allowing them to carry a plethora of powered equipment onto the field, along with their weapons and heavy armor, all without breaking a sweat.

Although they are literally Combat Engineers, the Misfits have earned their name from the quirky aspects of their units. Since the Misfits technically do not fall under military control(they function more as a completely loyal mercenary force), they do not have to follow military regulations. They can be found sporting a variety of things, from beards to musical instruments. Their uniforms are often odd as well; they eventually adopted a white, black, silver and blue heavy flannel shirt, paired with black and yellow striped overalls. Even with their exo-suits and body armor, they appear quite 'dazzling'. They often customize their equipment as well, taking standard issue equipment and modifying it to better suit their personal use. This can range from adding flamethrowers to their arms, increasing clip sizes, increasing firing rates to etching designs into equipment and their body armor, and adding color to it(practically always black, yellow, silver and blue though). One standard modification for the misfits, is a steel superior cog which can be found welded to their chest, and a pair of sleek yellow eyes painted to their helmets.

Misfits carry specialized collapsable boats and paddles that they can assemble to form the deadly "Narshark" attack boats. Misfits can use "Narsharks" in water, and also make amphibious landings from them.

Due to their nature, they have a tendancy to increase morale within the units they are attatched too.

(Ultra-Good Support Infantry, Elite Fighting Infantry, Minor Morale Boost, Amphibious "Narshark" Mode)

Army:
Expeditionary Force
5X Truck
2X Assault Infantry
1X Missile Infantry
1X Misfit
2X Medium Tank

1st Transportation Group (Thunder Bay)
6X Truck
1X Light Tank

2nd Transportation Group (Superior)
5X Truck
1X Light Tank

1st Armored (Thunder Bay)
3X Light Tank
1X Truck
1X Misfit

"Water Wolves" (Superior)
1X Frigate
1X Transport

Skydivers (Superior)
5X Combine Helicopter
4X Assault Infantry
1X Missile Infantry

Superior Defense Force
2X Assault Infantry
1X Missile Infantry
1X Misfits
1X WOLF

Thunder Bay Defense Force
2X Assault Infantry
1X Missile Infantry
1X Misfits

Wausau Defense Force
2X Assault Infantry


1st Army (Thunder Bay)
3X Assault Infantry
3X Missile Infantry

Pukaskwa Defense Force
3 Scouts (MG)
3 Scouts (SAM)
2 Scouts (TOW)
2 Light Tank
6 Assault Infantry

Shields Defense Force
2 Support Infantry
3 Assault Infantry
3 Utility Helicopters
2 Scouts (MG)

37 Defense Force
2 Commandos
1 Support Infantry
2 Light Tanks
2 Mobile Anti-Tank
2 Mobile SAM
1 Armored Flak
4 Towed Gun Artillery
2 Mobile Rocket Artillery
8 Trucks

03 Defense Force
12 militia infantry

NWA 08 Defense Force
NPC Military Forces
3 Assault Infantry
1 Support Infantry

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