Thursday, January 17, 2013

Countries of the World



Based on this information, you should have a pretty good feel for the countries and be able to pick one you like.

Countries already taken are: Mangovia and Turtuvo

All data given here is for the first turn of the game only, and can and will change based on player actions


Amatafel

Type of Government:  Shaktah-Dictatorship
Population: High
Ethnicity:  Orange
Religion:  Mostly Ru-shaktah, with a significant Bi-shakta population
Suffrage:  None
GDP:  low-mid
History:  A society dominated by religion.  Centuries ago, the Shaktah tribes were united by a powerful warlord.  Under his dynasty, which still remains in power, the population was indoctrinated with increasingly radical Ru-Shaktah principles and other religions were heavily persecuted.  During the Continental War, the long civil war between Amatafel and Surikata separatists terminated in a loss for Amatafel and an uneasy peace exists between the two nations.

Chasekspi
(The People's Republic of Chasekspi)

Type of Government: Socialist Republic
Population: Very-high
Ethnicity:  Violet with silver and burgundy minorities
Religion: Flajolie with a significant Grothlic minority
Suffrage:  Universal over 21
GDP:  High-mid
History:  The shaky monarchy in Chasekspi finally collapsed after the country was invaded by Goripul in the Continental War, this also caused the Chasekspi to lose its territorial holding of Turtuvo.  A highly popular communist regime has risen from the ensuing anarchy in this troubled economic powerhouse.

Kapobatil

Type of Government: Confederation
Population: Mid-high
Ethnicity:  Silver, some blue, some violet
Religion: Grothlic, some Drubican
Suffrage:  Varies by member state
GDP:  Very high
History:  A highly industrialized nation with vast mineral resources but terrain mostly unsuitable for farming.  Kapobatil once controlled both Furvoya and Turtuvo.  Then it lost Turtuvo to Chasekspi, and, in the Continental War, granted Furvoya independence.  Despite the prosperity of the country on a whole, its wealth is highly polarized.

Goripul

Type of Government: Constitutional Monarchy
Population: Mid
Ethnicity:  Blue, some violet, some silver
Religion: Flajolie majority, large Grothlic minority, some Vervish
Suffrage:  Universal
GDP:  Very high
History:  Historic rival of Kapobatil for continental and colonial power.  Recently instigated the Continental War by invading Chasekspi.  After an ultimately unsuccessful campaign against Kapobatil, Goripul was forced to agree to harsh terms of defeat, giving up territorial gains and agreeing to pay large reparations to Kapobatil.


Furvoya

Type of Government: Republic
Population: Low
Ethnicity:  Blue, large maroon minority, some orange
Religion: Majority flajolie, Bi-Shaktah, Grothlic and Vervish minorities
Suffrage:  Blue male over 21
GDP:  Low
History:  Furvoya was a colony of Kapobatil until it was recently granted its independence after a violent revolution.  Despite this, many people in Furvoya retain sympathy for Kapobatil.  Compared to continental powers, Furvoya is militarily weak, but is rich in resources and arable land.  The population is overwhelmingly rural and the country faces a huge challenge in overcoming its race based class system.


Mangovia

Type of Government: Theocracy
Population: Mid
Ethnicity:  Almost exclusively green
Religion: Almost exclusively Mangovish
Suffrage:  None
GDP:  Mid
History:  Mangovia preserves its ancient traditions, and is ruled by a High-Priest King.  It fights off colonization attempts every time they are tried.  These resource rich islands must reconcile their traditional ways with a modernizing economy.


Surikata

Type of Government:  Republic
Population: Low
Ethnicity:  Orange, some burgundy, some blue
Religion: Half Vervish, large Bi-Shaktah minority, some Flajolie and Ru-Shaktah
Suffrage:  Universal over 18
GDP:  Low
History:  Made up mostly of Vervish and Bi-Shaktah fleeing persecution in Amatafel, with aid from Turtuvo, Surikata recently won its decades old civil-war against Amatafel.  Despite its abysmal relations with neighboring Amatafel, citizens of Surikata remain optimistic about the future, and are among the most resourceful and progressive people on the planet.


Turtuvo

Type of Government:  Republic
Population: Low-mid
Ethnicity:  Diverse
Religion: Diverse
Suffrage:  Universal over 18
GDP:  Mid
History:  Colonized at one point by Goripul, later conquered by Kapobatil and finally taken over by Chasekspi, Turtuvo's location in the center of the world is a fitting symbol for its ethnically diverse population.  Already nearly autonomous, the Continental War and subsequent collapse of Chasekspi, gave Turtuvo the chance to quietly declare independence.  Turtuvo's first major action in world politics was to send what aid they could to help Surikata whose struggle against an inflexible and domineering outside influence they viewed as parallel to their own.  Resources in Turtuvo are varied but sparse, and its biggest challenge may be to preserve the spirit of goodwill between its varied cultures that has taken root in the wake of its independence.



Countries listed by increasing population (lowest first)
Surikata
Furvoya
Turtuvo
Mangovia
Goripul
Kapobatil
Amatafel
Chasekspi

Countries listed by increasing GDP (lowest first)
Surikata
Furvoya
Mangovia
Amatafel
Turtuvo
Chasekspi
Goripul
Kapobatil


Countries listed by increasing Army strength (lowest first)
Mangovia
Surikata
Turtuvo
Furvoya
Chasekspi
Amatafel
Goripul
Kapobatil


Countries listed by increasing Navy strenght (lowest first)
Surikata
Furvoya
Turtuvo
Chasekspi
Amatafel
Mangovia
Goripul
Kapobatil

Timeline



It is a time of turmoil, shifting borders and uncertainty for countries around the world. The greatest war in the history of the world has just concluded. Here is a timeline of that war.


A group within Furvoya declares the independence of Furvoya from Kapobatil.

The revolutionaries win some surprising victories and gain popular support in Furvoya

Kapobatil dispatches a large force of reinforcements to quell the revolution in Furvoya

Goripul declares war on Chasekspi and seizes large amounts of territory

Monarchy in Chasekspi collapses

Turtuvo declares independence

Goripul declares war on Kapobatil, striking while a portion of Kapobatil's army and navy are fighting in Furvoya.

Kapobatil panics, grants Furvoya independence, and recalls its troops to defend the homeland.

Forces from Goripul advance deep into Kapobatil before the onset of winter forces them to wait for better conditions before continuing north.

Turtuvo, now free to conduct foreign policy as it chooses, sends modern weaponry to Surikata that turns the tide in their decades old civil war with Amatafel and forces an uneasy peace.

Forces return to Kapobatil from Furvoya

Kapobatil launches a final desperate counter offensive in the dead of winter, and succeeds in driving Goripul back to the border, and eventually back into Goripul's own territory.

Representatives from Goripul and Kapobatil meet to work out a treaty to end the war.  As part of the treaty, Goripul surrenders all territorial gains from the war and agrees to pay large amounts in reparations to Kapobatil.


Chasekspi declares itself the People's Republic of Chasekspi and celebrates with a huge parade through the capital.

Ethnicities and Religions of the World

Ethncities of the World

Maroon – natives of Furvoya

Burgundy – very similar in appearance and probably heritage to Maroon people, they are natives of Turtuvo

Green – Mangovian islanders

Orange – natives of Amatafel

Silver– originally from the northern third of the large continent

Blue – From the center of the continent

Violet – From the southern part of the continent



Religions of the World*

Mangovish: A distinct religion found only in Mangovia, it is closely tied with the government of Mangovia. It is an ancient religion, and resists change and outside influence, almost always peacefully but if need be, violently.

Shaktah: an offshoot of the Vervish religion that has now greatly overtaken it in terms of numbers adherents.

Ru-Shaktah: violent sect of the Shaktah religion. Most consider this a radical religion. Does not get along well with any other religion, especially the Vervish religion.

Bi-Shaktah: peaceful sect of the Shaktah religion. Can live harmoniously with most religions.

Grothlic: an ancient religion that has at times used violence to achieve its goals. The head of this religion is located in Kapobatil.

Drubican: a religion found on the islands Lac, Bov, and Shalm, as well as in small settlements scattered throughout the continent. It is a very docile religion and does not pose a threat to anyone. It's adherents consider the island Lac to be sacred.

Flajolie: an offshoot of the Grothlic religion. It subtly dictates policy in any country where the majority of the population is this faith. This religion believes it is the true religion.

Vervish: the oldest of all religions. Not many people belong to this faith, but those who do are proud of it, will fight for it, and have unusual influence on countries.

*All religions appearing in this game are fictional. Any resemblance to real religions, living or dead, is purely coincidental.

Islands of The World

Bov- (Goripul) Bov is the smaller of the two islands in Bovshalm Bay. It produces edibulls.

Dim- located just near the equator, Dim is a hot, desolate, volcanically active island, inhabited only by snakes, scorpions, the small mammals and birds that they eat, and the larger mammals and birds that eat them. Dim is rich in mineral resources.

Icks- (Amatafel) Between Turtuvo and Amatafel. Resources are unkown.

Iss- (Amatafel) East of Amatafel. Iss is a cold, dry island, that produces blista.

Kun- (Goripul) Between the Continent, and Mangovia, Kun produces scrapdus.

Lac- a rocky island northeast of Kapobatil, it is not controlled by any nation, but is the religious center for the Drubican religion, and home to a number of its adherents as well as its leader, and a good many auks. There are not significant amounts of any resource there... except auks.

Shalm- (Kapobatil) Shalm is the larger of the two islands in Bovshalm Bay, and produces Krust.

Yot- Just to the west of Furvoya, Yot is covered in a dense forest, and is home to a great number of endemic species, but no people. No resources have been found here yet.

Sunday, January 6, 2013

FAQ

Here are the answers to some frequently asked questions about how to play Worldsim, if you have other questions let me know in the comments or by e-mail and I will expand this.  Also I recommend reading the "Game Rules" post, that I put up previously.

Q. What is a "minimum" what is the consequence of having a resource below its minimum at the end of a turn?
A. "Minimums" represent the lowest amount of a given resource that your country must have to avoid political consequences, or a decrease in the standard of living. The exact consequences will depend on the country, the resource, how far below the minimum it is, as well as other current events. For example being 1 unit below the minimum for edibulls does not necessarily mean that people will starve. It may mean that food prices increase, which could lead to rioting, which could cause a decrease in productivity and make other resources more expensive in the next round.


Q. Is there any advantage to being above the "minimum" for a resource?
A. There are many reasons why you may want to buy or trade for resources above your minimums. For the tradable resources (edibulls, scrapdus, blista, greeslik, krust, finosh), having above the minimums represents saving for the future. So if you think a resource will become more expensive to produce, or more difficult to trade for in future rounds, you may want to stock up on it by buying above your minimum.

Buying R&D above minimum just means that you have more to allocate towards research and intelligence.

Players will also often buy other nontradable resources (treasury, economy, people, health, culture) above minimum. Remember that the minimum is just the lowest amount that must be present to avoid political consequences or a decrease in the standard of living. Staying at the minimum means maintaining the status-quo. Buying above minimums (making sure to also include a textual description of what that purchase represents) will (most likely) result in an increase in the standard of living in the country. This will probably mean that the minimum for future turns will increase to the new level as people become accustomed to the new higher standard of living, but that is often a good thing.


Q. How do I know which resources to allocate towards a specific project?
A. If there is a nontradable resource (treasury, economy, people, health, culture) that seems related to the policy you have in mind, buy that resource as part of the policy. If you dont want to spend as many points as it takes to buy that resource, then just allocate points, in fact most policies can be made more effective, to some extent, by allocating points (in effect, throwing money at the problem). If the policy involves spying, counter-spying, conducting internal investigations (opinion polls, censuses, reports on the eductation system, etc.) use R&D. If the policy involves deploying the national guard or sending troops out of the country, create a "military action" in the military window.


Q. How specific should I be in describing policies and R&D
A. Short-answer: as specific as you can be.
Longer answer: The descriptions you provide are used to determine the consequences of your policies, and to determine whether or not your country has the capability to execute the policy effectively with the resources you have allocated towards it. Basically your job is to convince me that your policy will do what you say it will, and won't have any bad side effects. If you are too vague, I will have to make assumptions, which may or may not work out in your favor.


Q. Why is the minimum level for troops always at or above the total number that my country posesses?
A. Sending troops abroad always results in political consequences of some form or another. The severity of these consequences can obviously greatly vary depending on the unique situation of the country, and the rewards may or may not be worth the risk, but no country can send thousands of its most able bodied citizens out of the country and not expect to have any consequences back home.
A minimum troop level above the total number of troops your country posesses is generally bad news, and will usually only happen in times of extreme unrest, civil war, or invasion.


Q. How do I get more points?
A. Every round, you should set tax policies in the "Taxes" window. A tax policy consists of a name, a description, and a target revenue. The name can be whatever you want it to be. In the description, you should describe the tax in as much detail as you can (is it a sales tax, an individual income tax, a corporate income tax etc., are there different brackets, are there any groups that are exempt, etc.)
Target Revenue indicates the number of points that will be added to your points pool between this round and next round. There is no one single way to increase the amount you can tax your people, it is dependent on a wide array of factors, such as technology, type of government, GDP, population, abundance of natural resources, policies/laws that have been enacted, etc... If your taxes are too low, you risk not being able to afford critical resources and policies, if too high, you risk angering your people and/or hindering economic growth.
The number of points you started out the first turn with is a "reasonable" number to tax based on the initial state of your country, but can certainly be adjusted. As the game progresses, the state of your economy will inevitably change, and taxes should be adjusted turn by turn accordingly.


Q. Are there any other uses for taxes than for generating income for my country?
A. Yes! Countries often use taxes as a way to manipulate the spending behavior of citizens. So if you want to try to get your people to smoke fewer cigarettes or drink fewer martinis you can enact cigarette or martini taxes. If you aren't particularly concerned with how much revenue these taxes generate, you can enter "0" for target revenue. You can also use the "Taxes" window for tax rebates and tax exemptions, for such policies enter negative numbers (or zero) for "Target Revenue". These kinds of policies can also be entered in the "Policies" window if you want, or if the mechanics seem more applicable/convenient for what you're trying to do.


Q. Do all policies need points spent on them, is it helpful to spend other kinds of units?
A. Not all policies require points. If the nature of the policy is such that it costs no money to enact or enforce, or if existing government structures can be expected to carry it out, then you don't need to allocate any points. Indeed it is not impossible for a policy to actually generate points, again depending on the nature and wording of that specific policy. Large, expensive projects benefit from having Treasury units spent on them. Even though Points and Treasury are the primary units used to finance policies, if it makes sense for a particular policy, other types of units may be spent as well.


Q. Whats up with R&D ?
A. R&D is unique among resources. All of it can and should be allocated every turn, but it does not go away when allocated, or count against your minimum. Keep in mind that the technology level at the start of the game is ~ where technology was in the first few decades of the 1800's, and any technology past those levels must either be researched or bought from another country. R&D can also be used to spy on other countries. In addition to R&D units, allocating points can also help research.

UPDATE: 1/27/13



Q. How does technology spread?
The most direct way to obtain a technology is to research it yourself.  Make a policy and allocate R&D and perhaps other resources.  You can also attempt to steal technology from another country, again with a policy allocating R&D.  To prevent technology from being stolen, a country can allocate R&D to counterespionage and make policies intended to make the spread of technology more difficult.  Note that the more widely a technology is used within a country the harder it will be to keep that technology from spreading to other countries.  For example, a military technology used only in a few factories will be much easier to keep secret than a manufacturing technique used in every factory in the country.  Countries will also obtain technology passively.  If multiple countries possess a technology and are not all actively trying to prevent its spread, then other countries may pick it up without having to research it or steal it.  Countries can also trade technology through treaties.
A. Note that there is a difference between having the capability for a technology and actually applying it.  For example, just knowing how to make a steam locomotive does not automatically mean your country is covered with rail infrastructure.  To build rail infrastructure you should buy points in “Economy” and write a policy to describe the building of the railways.

Q. What does it mean if my country is “mobilized”?
A. At the start of the game, many countries are mobilized for war.
Mobilizing means summoning military reservists, making troops ready to deploy, and shifting a nation’s economy to prioritize support for the military.  For example, prioritizing the use of transportation infrastructure for moving troops, and war supplies, refitting factories to produce weapons, and preparing hospitals to accept large numbers of war casualties.  Mobilizing for war makes a country’s military far more effective, but mobilization is expensive to initiate and maintain.

Q. Is the world round?
A. Based on geometric calculations, most scientists believe that the world is round, but this hypothesis has not been proven.
 

 

Saturday, January 5, 2013

Game Rules

Rules for Worldsim Online
(from Mr. Smith's original handout with many of my own modifications)

OBJECTIVE
To use a hands-on, critical thinking approach to common problems, the United States and other countries have faced, are facing, and may face in the future involving domestic, foreign, civil and military problems. (like a cross between Risk and D&D)

This will be achieved by taking a country and trying to improve it over time by making treaties, trades, domestic and foreign policy decisions, and in some cases war in a fictitious world designed to simulate and emulate real world problems which have arose through the course of history. Play will be conducted mainly through the worldsim web application, but players can also communicate through whatever other means they choose.

Worldsim is not like other computer games in that very little of it is bound by formal rules. Instead, country actions are expressed as written summaries to be interpreted by a game master (admin), who decides how those actions affect the state of the simulation. Anything that a real country can do, a country in worldsim can do.


GENERAL RULES OF THE SIMULATION
You will be assigned a country with some information about that country. You and your partner (should you recruit one) are the leaders of this country. Your decisions will directly affect your country's well being. War mongering or deliberately harming your own country will result in mockery from me and your peers and if it gets bad enough, I will ask you to leave the simulation.

The sim will begin with technology approximately at the level of Napoleonic Europe, battles are fought with muskets and swords, world-wide trade is a reality, homes are heated mostly by coal and wood, and lit by candles, etc... The sim is divided into sessions instead of years, but will correspond with the real world as much as possible. When creating treaty agreements always refer to the amount of sessions and not by years.

You will have points to use to buy units (see definition of terms). Those units are what you use to make treaties, trades, war, etc.

The various units will have different costs. Unit costs vary from country to country and from session to session. Factors that affect the price of a unit include Research and Development (for example if you research improved mining techniques, krust may become cheaper, but if you research improved guns, army price may actually increase because of increased costs in producing the new guns as compared with the old ones but your armies will be better), abundance of resources in the country, country policies, current events, and other factors.

All unit allocations, point purchases, treaties, trades, wars, military movements, social or political decisions are executed in the corresponding window of the web application. Some actions, such as military movements need to be acknowledged by the admin before they are “official”. Others, such as tax policies, research, and most other actions that only involve one country do not take effect until the end of a round.

Depending on your allocations, treaty agreements, trades, etc. you will be given scenarios or problems which you must react to, solve, adjust, or do something about. ALL scenarios must be dealt with each session or bad things may happen.

ALLOCATIONS
You will have new point totals every session to allocate for earning units. You also may earn points from treaties, trades, or wars.

It is not recommended to use all of your points each session.

Some kinds of units can be scrapped for points, but many cannot. If for some reason you just want to destroy a unit, you can allocated it to a policy and indicate an appropriate rationale.

TREATIES
In worldsim, as in the real world, treaties are just words. If you make a treaty to give another country money or some other resource, you must then fulfill that treaty through the trade mechanism (or you can neglect to fulfill the words of the treaty and possibly face political consequences).

TRADES
Trades are conducted through the “make offer” and “view offers” windows.

In order to trade with a country(s) you must have an embassy in the country(s) you are trading with (see political diplomacy)

Trades are considered one time trades. Countries can make treaties agreeing to trade for multiple turns, but they still must manually execute the trade every turn.

MILITARY
You must keep at least one unit of the army in your country at all times
Establishing bases in other countries can be done through treaties or by force.

The more units of military, the stronger it is.

If war is waged:
Military units, location, modern weaponry, treaties, all categories of each country are involved.

Length of war is also determined from the above criteria.

Depending on the country, you will have to allocate a certain amount of units to maintain occupation.

In some cases, certain modern weapons may have an impact beyond the country being attacked and for a longer duration than intended.

All military movements must be approved by the admin. All military movements will be announced to the world and will be noted on the map. (unless doing a covert operation)

Types of weapons used to not need to be announced, but bluffing or spying may be of benefit.

It takes time for a non-bordered country to bring reinforcements to a country being attacked depending on that country's technology, unless they have a base in the country being attacked or that country's navy is already in the sea by the country being attacked. Additional units of military will take time to arrive. If the country has an air force, time will vary on how quickly they can get there depending on the technology of the country's air force.

War and military movements will be conducted in quasi-real-time throughout the turn. Declaring military actions at the beginning of a turn may give you an advantage because it will mean that the action will have a chance to complete during the turn, but there is no penalty for having troops in mid-maneuver during a turn transition.

MINIMUMS
Anytime your country drops below the minimum unit number for a category your country may face moderate to severe consequences in scenarios. It is highly recommended to try and stay above the minimum but as in life, sometimes it's just not fair.

ELECTIONS
Depending on your country and form of government, you may have to have elections which can affect different aspects of your country.

SUPPLEMENTAL RULES/ADVICE

Embassies- The more units of political diplomacy you have in an embassy the stronger your diplomacy is in that country. Countries you are already friendly with may not need as many units as countries you are on shaky grounds with or not in good standing. Having more diplomacy units in a country than that country has in yours may give your country an advantage to have more favorable trade and treaty agreements with the other country.

Country Control- You and your partners (if you have any), are the decision makers of your country no matter what type of government, even if the government is overthrown. The only way you lose decision making power is if your country is taken over by another country and even then you may be granted limited or full decision making authority from the conquering country.

Organizations- The country that hosts an organization is responsible for organizing the meetings and executing them (meetings can be conducted through the in-game mail system or whatever communication medium participants agree on). Any official conclusions and declarations of the meetings should be recorded in a new treaty

Units- unit cost is not what the unit is worth. Cost only tells you how much the unit costs in your country. Once a unit is in your possession via trade, war, etc. the unit assumes the cost of what that unit is in your country. Some units can be scrapped for some fraction of their production cost. Other units cannot be scrapped.

Research and Development- The units of R&D can be allocated to any category. Each unit allocated enhances the ability to either produce more units of said category or create new technologies for said category. Allocations for R&D can only be made once per session. R&D is loosely categorized into Military R&D, Economic R&D, and Scientific (includes all non-military sciences) R&D). R&D points can also be used for intelligence, such as spying or related activities. Indicate R&D allocation in the policies window, if appropriate you can also allocate other kinds of units to R&D.
TYPICAL SEQUNCE OF EVENTS PER SESSION

  1. receive e-mail notification that a new Round has started
  2. log on and check the “Cover” window and the “Map” window to read about new developments in your country and abroad. Additional information may be sent as “Mail” from an admin.
  3. react to scenarios that have arisen. This may involve creating new policies or proposing treaties.
  4. Check your allocations (the resources window)
  5. Check your minimum allocations and note any categories below minimum
  6. Consult point cost for each category
  7. Look at the “View Offers” window to see if anyone is proposing trades that will help you.
  8. If no one is proposing good trades, post some offers, or send mail messages out to see what other countries want.
  9. Deploy military if you want to.
  10. Meet with organizations you belong to.
  11. Check back every day or every couple of days to see if other countries are responding to your offers and to see if any good trade offers have come up, and if anyone is making military actions.
  12. Begin setting up embassies, trades, embargoes, sanctions, tariffs, military moves, treaties, etc.
  13. When the end of the turn near, check to make sure all of the policies you want enacted have been enacted, that you have updated your tax polices, that you have allocated all of your R&D. Also make any last minute trades or purchases.
  14. Wait until the start of the next turn.

Other General Comments

Don't think in terms of what might be possible within the mechanics of the game. Think in terms of what would be possible if this was a real country. If you have trouble figuring out how to express your ideas in terms of the game menus, let the admin know (either by e-mail or in-game mail) and we'll figure it out.

When you create a policy, it is a good idea to always (except maybe when you are buying raw materials, but you can include descriptions there too if you want) include some text describing exactly how you are achieving the given end. This is especially important for the highly abstract resources such as Treasury, Economy, People, Health, Culture, and R&D. You cannot mere “Buy” Health, for example, you need to include some text such as “build hospitals” (hopefully something more elaborate than that, and pertaining to the text on your cover sheet, or relating in some way to other details of the history or particular situation of your country).

The player in worldsim does not represent any particular political group within the country, but something more like the hive-mind of the ruling class (whatever the composition of the ruling class might take at any given time). The Cover page may indicate the prevailing political will of the citizens, whether or not the player chooses to follow that will, can have different consequences for the country.

Unlike in previous iterations of this game, the game master does not have to wait for all players to declare that they are ready for the turn to end. He can just lock the game, download whatever data they have submitted, and prepare the next turn. This means that deadlines are more strict in this version than in previous versions, so try to get things done as efficiently as possible.

DEFINITIONS OF TERMS
Scrapdus- raw and natural materials which may include timber, iron, coal, water, precious metals, etc.

Finosh- manufactured goods which may include machinery, clothing, transportation, etc.

Edibulls- agricultural products which may include grains, fruits, vegetables, silage, spices, etc.

Greeslik- prepared foods. Foods already processed for consumption.

Krust- all solid fuel sources. Highly pollutant when burned and hard on the environment to excavate.

Blista- all liquid fuel. Hard to find and pollutant when burned.

Points- used to buy units

Political Diplomacy- the ability your country has to negotiate trades, treaties, wars, and power in memberships. This is also representative of your embassies abroad.

Treasury- the amount of money (units) you have to spend on domestic and foreign issues, programs, etc.

Economy- the general health of the economic status of your country, which includes manufacturing, education, resources, labor unrest, trade, tariffs, and taxes.

People- the general status of the happiness of your people.

Health- the general status of the health of your country. Also represents the medical technology your country possesses.

Culture- the arts and liberal arts such as painters, musicians, writers, sports, etc.

Research and Development- your scientists who work to find better technology for your military and economy. Very important to development of your country. This is also your intelligence.

Army- your general ground troops.

Navy- your navy

Marines- troops who specialize in offensive operations

GDP- Gross Domestic Product. A figure arrived at from considering the personal consumption, government expenditures, private investment, inventory growth, and trade balance of your country within your borders.

Per Capita- the average total gross wage each eligible citizen of your country makes per year.