2
Dispatch → Bulletin → Policy
Aspen RP unconfirmed stat RP reference
Introduction: If you use stats, you will be at an advantage, however it won't be that big of a deal. Usually stats are better, but if you want to fully use them, you will have to enable levels that add a negative counter. Mods are able to give nations events at the cost of spending points, which increase every action you do, and daily.Non stat nations are able to ally with high stat nations to gain their tech, but won't be able to advance past the technology given, but also allow high-stat nations to benefit from low-stat nations' industries and governments. In these relationships, both have leverage over eachother, which means it will be difficult for high-stat nations to assert control over lower-stat ones.
0-50: Tech level is 1945, around WWII military tech, society has just invented airplanes and radio.
50-100: Nuclear weapons can be used (which can also be used if you have the Weapons of Mass Destruction policy), hippies are invented
100-150: start of MT, internet is used, and people have access to cars, as well as lab meat and stem cell healthcare implementation through different fields.
Post 150: inventions specifically created
Level 1: artificial GMO unlocked, increasing yield but also reducing quality and nutrition of food, and destroying arable land.
10% more efficiency for 25% of the time, -15% efficiency and -20% health
155: Level 2: artificial GMO increases in efficiency, allowing GMO crops to produce seeds without being sterile.
15% more efficiency
159: Level 3: artificial GMO now increases nutritive value, but requires fertilizer to fully utilize, which will require imports or mining.
25% efficiency, negates negative from level 1 and consumes 25 mining units per 100 units of agriculture
175: Level 4: GMO can now make plants grow larger, allowing much bigger plants which take up less space
50% efficiency
250: Level 5: GMO is able to be used on animals, and are able to modify them artificially, however increasing their likeliness of disease
25% efficiency, -50% health, and 0.02 chance per day to develop a neurodegenerative disease
275: Level 6: GMO can now be used to allow plants to produce their own pesticides.
Famines and blight are 99% less common -5% health unless washed, which reduces efficiency by -2%
299: Level 7: GMO can create huge coagulation of fruit, which significantly reduces area but causes fruits to fuse into a mass, making it much harder to sell fresh, and increases diseases
150% efficiency, -75% health
350: Level 8: able to significantly increase meat production, causing animals to grow huge swaths of unused tissue which is both tender and much easier to process.
250% efficiency, 25% chance of escape
379: Level 9: Chickens can now produce 2 or 3 yolks per egg, and will no longer require standard industry practices such as trimming and defeathering.
10-30% efficiency
400: Level 10: Animals can be fed any biodegradable waste and produce meat, and artificial livers are used to filter out toxins from in these huge organisms.
150% efficiency, 74% chance of eventual escape
450: Level 11: Plants can now self-rotate, creating a symbiosis between two plants which allow them to grow perfectly, allowing them to spread and grow extremely quickly.
500% efficiency, control over agriculture is lost and storage is near impossible. capable of breeding ANOTHER HEMELBLOEIEN. DECIDE WISELY IF YOU USE THIS.
Any one of these can be used or left once you reach the advancement, and the more you have, the more efficient your agriculture becomes.
GMO is differentiated between animals and plants.
151 Level 1:automated factories, manual labour required -50%, risk of error -20%
automating manufacturing abilities: construction materials, electronics, meat packaging, processed food cooking.
152 Level 2: automated factories now have antivirus
1% efficiency
160 Level 3: usage of lasers within mass production, increases speed of electronic manufacturing by 90% and increases speed of cooking by 95%, increases chance of burning cooking by 99.2%
90% electronics manufacturing efficiency30% efficiency
205 Level 4: artificial intelligence can be used within mass production, allowing modifications and different specifications, as well as administration and tools to be controlled by ai. USE AT YOUR OWN RISK.
1% efficiency
215 Level 5: artificial intelligence is improved, allowing some consistency within management and softlocking is reduced by 10%.
15% efficiency, 50% risk of error, reduced by 5% per tier
250 Level 6: industrial shipping can be automated(along with self driving cars)
70% efficiency, -25% risk of error,
290 Level 7: AI can now take over most factories without human workers, and factory workers require university education to operate machinery.
-25% risk of error from AI, 50% efficiency
350 Level 8: Space stations can now have product assembly. its pretty bad right now, you have to spend 100 dollars per milligram of flour bleached.
objective
390 Level 9: Space stations are now at 50% efficiency and low gravity allows production of higher quality goods.
50% space factory efficiency
450 Level 10: parcels can be delivered easily into orbit, reducing shipping by 95%.
200% space factory efficiency
570 Level 11: Asteroids can now be anchored and any waste can be coagulated into celestial objects which can house factories. There are now space ziplines for your products.
250% space factory efficiency
700 Level 12: All factories can be operated from the government offices. Space factories are more efficient than earth ones
5000% space factory efficiency
900 Level 13: All factories are automated, all your guys are either white collar workers or plebians
20% efficiency.
Corruption (Your sanity) Optional, only really for very serious rps:
This is just how well you perceive things, it's a stat to balance out nations with huge defense forces, which will be one of the main ones within the RP. You can gain sanity from stuff, but that will make you f
You start with 1000 sanity.
the Autocracy policy reduces sanity lost by 90%.
Sanity only goes towards the leader you have at the moment, your diplomats and every other character are fine.
Level 1:0.5. You have quite a good head and you aren't that insane, you lose 1 sanity per action.
Level 2: 0.51. You have a bit worse ability to keep cool, and the mods can give you 0.1 worse events.
Level 3: 0.57. Corruption is very low and you aren't too bad at doing stuff, you lose 2 sanity per post, which means you're pretty good
Level 4: 0.67. You have a lower ability to perceive, which means you are harder to influence, however you have much less cognition you can do before going insane. 3 sanity points per action
Level 5: 0.7. You are now unable to perceive others clearly through RMB posts without spending sanity. You need to be specifically informed or send people into other nations. If you do, you will lose 5 sanity per post perceived. You can also deceive people without spending sanity.
Level 6: 0.9. You have much less self control and now your actions don't always go through as you want. People are able to deceive you much more, and can go behind you without you knowing, unless you spend 15 sanity.
Level 7: 1. You lose an extra point of sanity per post every unit of corruption gained. You will be easier to deceive. You will now have to spend more and more sanity, and eventually you will lose it inevitably. Having high corruption means that you will be able to be deceived and backstabbed by other people, however you can make any amount of posts without any drawbacks. You can still be calm and collected, but the lack of sanity will fester in your brain and affect you, horribly. Sanity caps at 0, which means if you try to fix them such as going to therapy, doing stuff, and things, you will regain it. The amount of sanity gained depends on how good the post is.
Level 8: 50. You now no longer require sanity to deceive.
Military proficiency:
Level 1: 1 defense forces: You are pretty well rounded at combat and your military is pretty well made, being able to shoot people
Level 2: 2 defense forces: You gain knowledge on how to hurt people
Level 3: 500 defense forces: You have more military gear and you have the ability to use something other than walking
Level 4: 700 defense forces: You lose a ton of things that hold you back
Level 5: 900 defense forces: You gain the ability to conscript more people.
Level 6: 1111 defense forces: You now have much better soldiers, and can assign army, navy and air forces who all fight well.
Level 7: 1590 defense forces: You gain higher speeds and your soldiers are better at staying cold
Level 8: 1600 defense forces: You now have really good skill, which gives sword users the ability to block.
Level 9: 1700 defense forces: You can assign elite soldiers, who can fight on their own.
Level 10: 1750 defense forces: You have unlocked the use of the *dodges* command in roleplay.
Level 11: 1790 defense forces: You now can use the *parries* command in roleplay with melee.
Higher def upgrades:
Defense forces reduces the cost of these by 5% per 1000 defense stat gained up to a cap of 50000.
Army level 1:
Industry: Arms manufacturing | Scientific advancement/primitiveness | other stats |
|
0000 | Flintlocks, 30 dollars per unit | ||
0000 | straight swords, 6 dollars per unit | ||
330 | 50 | Shotgun, 150 dollars per unit | |
579 | 50 science | hand weapons/.22 rifles | |
900 | 30 round magazines, 5 dollars per unit | ||
900 | 50 science | 9mm guns, 70 dollars | |
2000 | Full auto, and 5.56x45/7.62x39mm rounds | ||
2000 | 50 science | at least 2 automobile manufacturing | Light tanks, 1,500,000 dollars |
2000 | 50 science | at least 2 automobile manufacturing | AFVs, 250,000 dollars |
2005 | 7.62x51mm/7.92x33, Heavy machine guns and high powered rifles | ||
3500 | 50 science | at least 2 automobile manufacturing | Medium tanks, 1,700,000 dollars |
3500 | 50 science | Small navy vessels, 5,000,000 dollars | |
3500 | 50 bmg | ||
3900 | 50 science | Heavy tanks and artillery, 1,250,000 per 75000 kilograms of weight | |
3900 | 50 science | Light armoured ships | |
6500 | Halberds, heavy swords and lances | ||
6850 | final fantasy greatsword | ||
7000 | 90 science | Assigned tanks/vehicles | |
7500 | 50 science | Massive projects threshold for water, you can create aircraft carriers, and artificial fortresses | |
7700 | 150 science | Fighter planes, 2,700,000 | |
7700 | 50 science | Payload ships | |
7850 | 95 either | Manufacturing: 16000 | Destroyers/frigates |
7900 | Full auto 50 bmg guns if you want ig | ||
8150 | 200 | Information technology: 12790 | Range: 1000 km default, 3000 dollars per kilogram of payload 1200 km: 15000 Information Technology, 250 science 2500 km: 18950 Information Technology, 270 science 2700 km: 19000 Information Technology, 271 science 3900 km: 25000 Information Technology, 275 science 5900 km: 35000 Information Technology, 295 science 7000 km: 39000 Information Technology, 295 science 7000+km: All requirements+50000 dollars per kilometre, or 900000 dollars per kilometre permanently for all missiles |
8500 | 257 science | Nuclear weapons (combine with ICBMS or drop from payload airplanes) | |
8500 | 50 | Huge ships, such as the HMS 50 million dollars | |
8700 | 50 | Dreadnoughts,500 million dollars | |
8970 | 300 | Advanced fighters/siege zeppelins, 25 million dollars | |
8999 | 300 | Information technology: 19900 | Mach 3 fighters, 279 million dollars |
15000 | 450 | Information technology: 35000 | Usable space army, with space stations |
17500 | 50 | Information technology: 19900 | Leviathan class ships, stretching up to 7 kilometres |
21500 | 275 | Potent biological warfare | |
29000 | 50 | Mach 3 fighters, 279 million dollars | |
39500 | 700 | Hyperboreal beam | |
COMBINED 19000000 | 700 | Destroy the Hemelbloeien/initiate apocalypse |
Huge projects:
These are if you want to deploy massive vehicles that aren't specifically written on the stat chart
Land vehicle area:
1sqm: 10 arms manufacturing+5000 economic output divided by 1/100 of your manufacturing level
10sqm+: 20 arms manufacturing+25000 economic output/sqm divided by 1/50 of your manufacturing level
257sqm+: 25 arms manufacturing+100000 economic output/sqm divided by 1/50 of manufacturing
Naval vessel projects:
1sqm: 1 arms manufacturing+25 economic output divided by 1/10000 of your manufacturing level
157sqm+: 4 arms manufacturing+100 economic output/sqm divided by 1/20000 of your manufacturing level
300sqm+: 5 arms manufacturing+300 economic output/sqm divided by 1/20000 of your manufacturing level
Air/space vehicles: Can divide by 1/5000(9000)(7000) manufacturing for aircraft and 1/100(150)(70) science for space vessels
10kg payload: 50 arms manufacturing+25000 economic output
30000kg payload: 59 arms manufacturing+75000 economic output
900000kg payload: 100 arms manufacturing + 900000 economic output