January 13th, 2010.
Turn 1.
Each turn covers the span of 1 year.
[X] Strength Through Unity.
[X] The Administrator.
Trait Gained: Demagogue 1.
Hero Unit Gained: Howard Hill (Administrator 1)
You are a leader, and like any leader, you have presence. If the microphone was your gun and words your bullets, then the podium was the nest from which you made the nation a killing field. With a head full of acidic commentary that ranged from nasty to illiterate sociopathic warmongering despot, those that stood between you and the throne (there was a throne, actually, albeit only for a little while) were quick to try and keep out of the public eye. Of course, all the PR spin in the world doesn't actually get results when you're up against communist rebels, US-backed anarchists, Chechen ultranationalists, and even a couple Bosnians trying to institute their own mafia state. Thus, you were forced to rely (more than once on your zealous fighters and soldiers of freedom and fortune. Fighting was fierce, and while the people adored you, your enemies seemed to hate you with an almost polar equivalence. More than one attempt was made on your life, which certainly told you that you were moving in the right direction!
At your side was one H. Hill, a former bureaucrat that once worked for the European Union. An accountant of no apparent note, his experience in affairs of international commerce made him a ready ally. Persuaded to your cause by the promise of advancement and power under the new government, he is a talented administrator who has ensured your new government has sufficient manpower. He has a slight drinking problem, though his loyalty seems quite strong despite that.
In the end, however, the nation was soon yours and the people stand ready to enact your will.
GNP: $33B with -2% growth, Revenue $5B, Budget $9B, Debt $11B at 4% Interest.
Population 5M (-0.2% growth rate, 4% Serbian immigrants)
Popularity High (67%), no overt revolutionary groups.
Internal Security 2, Crime Control 2, Civil Law 4, Corruption ???
Regulations: Business 5, Environmental 3, Egalitarian 4, Health & Safety 3, Vice 1
Military Power: Air 1, Land 7
The Budget
Defense 35%
Education 5%
Health Care 10%
Law enforcement 2%
Regulation 4%
Social Programs 40%
Other 4%
To call these times a bit rocky would be somewhat of an understatement. Having led your nation through might of arms and fiery rhetoric through a free-for-all between communist insurgents, capitalist-backed rebels, Russian saboteurs, CIA provocateurs, and a government ripe to implode, your nation has been a very, very busy warzone. Many people have fled the country in the interests of seeking asylum elsewhere.
Yet for those that have remained, you promise a new, stronger dawn.
Of course, even as you admire the nice sunrise from your palatial estate, you cannot quite help but find yourself a bit beleaguered by problems.
The first and foremost of these is that your nation's manufacturing mostly relies on a mixture of electricity and lumber, though you do have some petroleum and chemical refinement industries (though these are mostly foreign-held corporations that pay taxes locally.) Your nation does actually have the benefit of a small titanium vein (which is where a large part of your budget comes from), but exploitation of it is pretty much already peak without bringing in more cutting-edge tools and paying out the nose in the process.
Your budget is heavily skewed, to say the least. While you thankfully possess an administrator, who informs you that radical budget changes will have consequences (and suggests limiting such changes to no more than five percent a year, except in times of dire crisis), he also comments that a number of the bureaucrats that now fill the various departments and the national bank seem to be quite corrupt. "Skimming from the top" seems to be customary here.
As well as this, to say that the war has caused heavy infrastructure damage is an understatement. Running electricity was scarce in many areas before, but even the cities find themselves suffering rolling blackouts and brownouts. Running water thankfully isn't to much of an issue, seeing as most firefights don't take place underground, but there's still some minor damage -- and a lot of towns still rely on well water and old gas and water systems from back in the 60's.
Water contamination is another issue. Several companies, including one major US corporation, have been using fringe Eastern European nations as a dumping ground for toxic waste for many decades now. While this practice has not yet been instituted, there have been mentions of financial rewards for countries that allow them to "store" their hazardous waste within your borders. Without sea access, however, you are almost entirely dependent on your handful of semi-clean lakes and running rivers to supply the bulk of your drinking and industrial water supplies. With environmental regulation being so-so, even your own industries have been 'forgetful' now and again, especially during the course of the war when demand was high and regulations all but unenforceable.
Elsewhere, you find yourself confronted by a massive wealth of spending versus your rather meager revenues. Your military's arms and weapons are fairly modern, or at least, modern relative to your neighbors. The issue is that without continued military spending, or an increase in budget relative to the decrease in spending, the military is likely to find itself as a dearth of maintenance parts, munitions, and fuel to keep the armed forces running at peak. A dangerous situation for any fledgling despot.
With education at an all-time low and rationing only just recently having come to an end, things stay rather shaky, and this is only further compounded by the fact that the vice trades appear to be alive and well. Drug smuggling, human trafficking, and organized crime are alive and well. Meth is the drug of choice for the youth of this country given its cheap nature, and light bulbs tend to be used for things other than lighting given the current electricity problems. Such a thing can be a boon, however, if you're looking to make some revenues off the addictions and immense profits available to those who partake in the drug trade.
The question is, what shall your new nation be called, and how shall you handle its first few steps forward? You may look to your advisers if you wish for an explanation on any particular issues, but there is, first and foremost, an important question...
What shall this glorious new heap of a nation be called?
NB: A Note on Turns.
Each turn, players will have two personal actions via their dictator to enact. These are major actions, large undertakings that you personally spearhead and executive.
Each hero will have one action they can undertake.
The nation, as a whole, will have two actions that it can execute, being widespread, national programs and initiatives.
When laying out the action format, the following format should be employed:
Personal:
1.
2.
Heroes:
Howard Hill - Admin 1 - [Action]
National:
1.
2.