An idea I had is actually based on something that was in Supreme Ruler 2020. That being a game with a fractured United States (with the major states in terms of wealth being playable)
Actually I just remembered I made one of these like a year ago!
In October 1962, the leaders of the world failed. For whatever forgotten reason, nuclear fire decimated the great cities and consumed the lives of millions and millions. Governments that had stood for centuries came crashing down in an instant, monuments built to the glory of dead men lay as rubble.
However, even this immense destruction and horror can not stop the march of history. In what remains, the human struggle continues as always. The Former United States got off relatively well, in what some before would have called a victory. While Washington DC and the federal government with it were decimated, many cities and people stood untouched. The Soviet strategy of striking military targets while mostly ignoring civilian centers ended the union, but did not leave anarchy. State governments assumed direct responsibility, struggling to maintain as best they could the society of before.
However, desperate people turn to desperate solutions. In the old south, the fledgling peaceful civil rights movement was transformed in a day into a bloody, violent struggle, in the north the trade unions which had assumed authority turned to the very ideology which America had so feared, and in the West the hungry and desperate find answers only in the radicalized and fundamentalist prophets of Deseret. These and other conflicts rage, because, y'know, war doesn't really change.
Early 1963
http://i.imgur.com/ZGg0y.png
Descriptions
The Republic of Texas - While the military bases of Texas were struck, otherwise the state was untouched in the nuclear exchange. Realizing quickly that the federal government was defunct, Texas was the first state to officially declare it's independence, creating the second Republic of Texas. While officially a democracy, it is effectively run by an oligarchy of oilmen, with their corporations owning almost the entire Republic. With a monopoly on energy in the former United States, it's economy has managed to survive. Pushed on by it's new leaders, it has occupied Louisiana to insure it's refineries do not fall into the wrong hands.
California Republic - California was completely untouched in the exchange. Reluctantly declaring independence after the war, it remains essentially the only powerful true democracy in the United States. It's economy is somewhat intact, which has allowed it to assert authority throughout the American west. However, it has been forced into conflict with the frightening and rapidly expanding Deseret empire, and the Aztlán movement in the South.
Federation of American Workers - In the post-war chaos, it was not the state governments of the rust belt that stepped up, but rather it's trade unions who assumed authority. Quickly taking a radical turn, it has become a socialist force in the former United States, lead by a strange alliance of radical anarchist thinkers and Union bosses. It has worked to totally reengineer society from the bottom up, and it's promises of equality and cooperation have found a willing ear among the millions of Americans left impoverished after the war. Faced with unionists and reactionaries, it is surrounded by enemies.
New York - While Manhattan was directly hit by a nuclear bomb, the rest of the State made it through the war ok. While its economy was severely damaged, it remains the most powerful force in the region. It's refusal to officially declare independence, and its at least in writing loyalty to the United States offers hope and memory of days gone by. Run essentially by the state's Democratic Party, it is stable enough to be a beacon to nearby states.
Confederate States of America - With the collapse of federal authority, the South reverted to it's roots, redeclaring the independence of the Confederate States of America almost exactly 100 years after it's initially founding. Segregation and Jim Crow was brought back stronger than ever, while the KKK became the most powerful force behind the scenes. With the hope of freedom dashed, black americans rose up. Consumed in a race war, the South is in chaos, and rumors of unspeakable horrors being committed leak out to the rest of the country.
Estados Unidos Mexicanos - While officially allied with the United States, Mexico was not involved in the war. The utter collapse of the global economy damaged it greatly, and for now it is isolationist, trying to deal with it's own problems. However, it has been forced into a power struggle along the former border, trying to protect the Mexican population in the former United States from violence. While it sees the Aztlán movement as radical and dangerous, it has had to cooperate with them as many American states turn against their hispanic minority.
Deseret Empire - From the Salt Lake rises a great, vast empire. A fundamentalist theocracy and essentially a fascist state, it's prophetic message attracts desperate converts by the millions, quickly consuming the western states. A radical and dark twist on the Mormons of before, promises of a paradise, order, and stability appeal to the downtrodden of it's neighbors. Armed with what remains of the American nuclear arsenal, and it's borders increasingly coming in contact with the powers of Mexico, Texas, and California, blood stains it's future.
Temporary Authority - Despite Washington DC being ground into dust, and most of the military being quickly vaporized, the vast military apparatus of Cold War America could not be completely annihilated. Claiming to be the true heirs of the United States government, they have reorganized in the area around DC, and it's generals plan to reunite the disunited states. The people under their control face daily brutality against any dissent and strict martial law.
Cascadia - The new brutality that consumed America in the wake of nuclear destruction was no place for the infant counterculture movement of the 1960s. Organized quickly in a parliamentary model, it offers a beacon of hope to more liberal minded Americans, many of which fled to the State. Not nearly as powerful as it's neighbors, it must use diplomacy and tact if it is to survive as a peaceful, independent haven.
SEND TURNS TO
[email protected]
Diplomatic/Domestic Actions
Influence NPC nation (-20 credits)
Push for reforms in NPC nation (-30 credits)
Negotiate End of Conflict (-30 credits, can only be done for NPC-NPC conflicts (such as NPC nation vs. rebels))
Covert Actions
Destabilize nation (-20 credits)
Frame foreign nation (-20 credits, pick nation, then framed nation, will frame nation, causing loss of relations with other nation)
Influence rebels towards ideology (-20 credits)
Economic Sabotage (-30 credits, will possibly disrupt any bonuses and will possibly reduce stability)
Fund political opposition in country (-30 credits, only possible in multi party states with stability of 4 or lower, will possibly bring more sympathetic governments to power)
Aid Rebel movement (-50 credits)
Supply nation to fight rebels (-50)
Set up rebel movement in nation (-100 credits)
Coup government (-80 credits, stability of government must be 3 or lower)
Military Actions
Deploy/withdraw units (-10 credits from nation each deployed unit, good for preventing wars, increasing/safeguarding stability and fighting rebel groups, but possible decrease in relations for neighbors)
Bomb nation/rebel group (-30 credits, nation becomes enemy and diplomatic relations with other nations decrease, will hurt stability, economy, and possibly military of bombed nation)
Increase nuclear program (-100 credits for level 1, increases by 100 each level)
Decrease nuclear program (+100 credits for turn, lose prestige)
Deploy Nukes to Location (-50 credits, gain prestige, if opposing nation allows it to slide then they lose prestige, nuclear level must be 5 or higher)
Starting and ending whenever, the goal of the game is to empower your nation while avoiding nuclear war. Turns are sent to me through email. This usually takes place every day or two days. You can do up to 5 actions per turn.
Debts siphon credit income away the larger they get, and if left unattended can slowly grow over time.
Going to war costs nothing. Wars will generally be long unless you have a clear advantage over your opponent. Finally, if going on too long, wars will have you lose some credits to keep up supplies and such, not to mention popularity. If going to war, specify how many troops you want deployed. Be warned, leaving too few troops in your country can have negative consequences.
Rebels obviously both undermine governments. Rebels with 0 units indicate groups which do not openly fight the government in civil war or in a generally well-organized fashion, instead resorting to isolated attacks, usually on civilian targets.(Otherwise known as terrorists) To defeat rebels, you can either throw money at the problem (see actions list) or send in troops, which will cost you as much as deploying them in a foreign nation would.
PC NATIONS
-Republic of Texas-
President:
Chat:
Email:
Credits: 500
Stability: 6
Popularity: Somewhat Low
Military Units: 6/7 [-70 maintenance, -10 1 unit in Louisiana]
Nuclear Level: Reactor
Economy: +100 credits [+30 oil bonus going to noone]
Debt: 0
Credit Income: +110 [+20 Louisiana oil, +50 international trade, +20 allied trade]
Conflicts: Occupation of Louisiana, Mexican Rebels
=
Movimiento de Aztlán
Sphere: Mexican
Units: 2
-California Republic-
President:
Chat:
Email:
Credits: 600
Stability: 5
Popularity: Medium
Military Units: 7/7[-70 maintenance]
Nuclear Level: Reactor
Economy: +120 credits
Debt: 0
Credit Income: +100 [+20 allied trade, +30 International Trade, +10 Nevadan Silver]
Conflicts: Mormon Converts, Mexican Rebels
=
Movimiento de Aztlán
Sphere: Mexican
Units: 1
-Federation of American Workers-
President:
Chat:
Email:
Credits: 400
Stability: 6
Popularity: Somewhat High
Military Units: 9/9 [-90 maintenance]
Nuclear Level: None
Economy: +80 credits
Debt: 0
Credit Income: +110 [+20 international trade, +30 allied trade, +10 Pennsylvanian Steel, +10 Ohio Steel, +10 Cuban Sugar]
Conflicts: Midwestern Revolution, Pennsylvanian Reactionaries
-New York-
Governor:
Chat:
Email:
Credits: 500
Stability: 4
Popularity: Somewhat Low
Military Units: 8/8 [-80 maintenance]
Nuclear Level: Reactor
Economy: +100 credits
Debt: 0
Credit Income: +110 [+50 international trade, +40 allied trade]
Conflicts: Leftist violence in New York City
=
American Workers of New York
Sphere: Federation of American Workers
Units: 2
-Confederate States of America, Great State of Georgia-
President:
Chat:
Email:
Credits: 300
Stability: 4
Popularity: Medium
Military Units: 6/9 [-90 maintenance, -30 1 unit in South Carolina, 1 unit in Mississippi, 1 unit in Alabama]
Nuclear Level: None
Economy: +60 credits
Debt: 0
Credit Income: +60 [+30 international trade, +80 allied trade, Mississippi Cotton +10]
Conflicts: Southern Race War, Klan activity
-Estados Unidos Mexicanos-
Presidente :
Chat:
Email:
Credits: 650
Stability: 6
Popularity: Medium
Military Units: 10/10 [-100 maintenance]
Nuclear Level: Reactor
Economy: +130 credits [+30 oil bonus going to noone]
Debt: 0
Credit Income: +100 [+60 international trade, +10 allied trade]
Conflicts: Aztlán
-Deseret Empire-
Prophet:
Email:
Credits: 400
Stability: 6
Popularity: Somewhat High
Military Units: 6/6 [-50 maintenance]
Nuclear Level: 1/10 [-10 maintenance]
DEFCON: None
Economy: +50 credits
Debt: 0
Credit Income: +40 [+10 international trade, +30 allied trade]
Conflicts: The Great Aaronic Conversions, Coloradan Unionists
-United States of America, Temporary Authority-
Commander in Chief:
Chat:
Email:
Credits: 1000
Stability: 6
Popularity: Somewhat Low
Military Units: 12/12 [-120 maintenance]
Nuclear Level: Reactor
Economy: +50 credits
Debt: 0
Credit Income: -20 [+10 international trade, +20 allied trade, +10 West Virginian Coal]
Conflicts: Restoration of the Union, Leftist West Virginian Miners
-Cascadia-
Prime Minister:
Chat:
Email:
Credits: 250
Stability: 6
Popularity: Somewhat High
Prestige: 0
Military Units: 4/4 [-40 maintenance]
Nuclear Level: None
Economy: +50 credits
Debt: 0
Credit Income: +50 [+20 international trade, +10 allied trade, +10 Oregon Lumber]
Conflicts: Vancouver Cascadian Sympathizers
-Arizona-
Government: One Party
Stability: 4
Sphere: Californian
Units: 2
Conflicts: Mexican Rebels
=
Movimiento de Aztlán
Sphere: Mexican
Units: 1
-New Mexico-
Government: Occupation
Stability: 5
Sphere: Mexican
Units: 1
Conflicts: None
=
Anglo Rebellion
Sphere: Texas
Units: 1
-Oklahoma-
Government: One Party
Stability: 5
Sphere: Texas
Units: 1
Conflicts: None
-Arkansas-
Government: One Party
Stability: 5
Sphere: Confederate
Units: 2
Conflicts: None
-Louisiana-
[+20 oil bonus]
Government: Occupation
Stability: 3
Sphere: Texas
Units: 2
Conflicts: Klan activity, Cajun resistance
=
Klu Klux Klan
Sphere: Confederate
Units: 2
=
Acadiana Liberation Army
Sphere: neutral
Units: 1
-Mississippi-
[Cotton bonus, +10]
Government: One Party
Stability: 3
Sphere: Confederate
Units: 2
Conflicts: Race War
=
Black Resistance
Sphere: Neutral
Units: 2
-Alabama-
Government: One Party
Stability: 3
Sphere: Confederate
Units: 3
Conflicts: Race War
=
Black Resistance
Sphere: Neutral
Units: 2
-Florida-
[+10 Citrus]
Government: Multiparty
Stability: 5
Sphere: Independent
Units: 4
Conflicts: Klan activity
=
Klu Klux Klan
Sphere: Confederate
Units: 1
-South Carolina-
Government: One Party
Stability: 3
Sphere: Confederate
Units: 3
Conflicts: Race War
=
Black Resistance
Sphere: Neutral
Units: 3
-North Carolina-
Government: One Party
Stability: 4
Sphere: Independent
Units: 2
Conflicts: Klan activity
=
Klu Klux Klan
Sphere: Confederate
Units: 1
-Tennessee-
[+10 Whiskey]
Government: One Party
Stability: 5
Sphere: Independent
Units: 2
Conflicts: None
-Virginia-
Government: Occupation
Stability: 4
Sphere: Unionist
Units: 2
Conflicts: None
-Kentucky-
Government: One Party
Stability: 3
Sphere: Independent
Units: 2
Conflicts: None
-West Virginia-
[+10 coal bonus]
Government: Occupation
Stability: 3
Sphere: Unionist
Units: 1
Conflicts: Leftist resistance
=
Miners
Sphere: Federation of American Workers
Units: 1
-Pennsylvania-
[Steel bonus +20]
Government: Syndicalist
Stability: 4
Sphere: Federation of American Workers
Units: 3
Conflicts: Reactionaries
=
The Wolverines!
Sphere: Unionist
Units: 2
-Delaware-
Government: Occupation
Stability: 4
Sphere: Unionist
Units: 1
Conflicts: None
-New Jersey-
Government: Business Oligarchy
Stability: 5
Sphere: New York
Units: 2
Conflicts: Leftist Sympathies
-Connecticut-
Government: Business Oligarchy
Stability: 6
Sphere: New York
Units: 1
Conflicts: None
-Rhode Island-
Government: Business Oligarchy
Stability: 6
Sphere: New York
Units: 0
Conflicts: None
-Massachusetts-
Government: Multiparty
Stability: 5
Sphere: New York
Units: 2
Conflicts: None
-Second Vermot Republic-
Government: Multiparty
Stability: 6
Sphere: Independent
Units: 2
Conflicts: None
-Florida-
Government: Multiparty
Stability: 5
Sphere: Independent
Units: 4
Conflicts: Klan activity
=
Klu Klux Klan
Sphere: Confederate
Units: 1
-New Hampshire-
Government: Multiparty
Stability: 5
Sphere: Independent
Units: 1
Conflicts: None
-Maine-
Government: Multiparty
Stability: 5
Sphere: Independent
Units: 1
Conflicts: None
-Ohio-
Government: Syndicalist
Stability: 4
Sphere: Federation of American Workers
Units: 2
Conflicts: None
-Indiana-
Government: Syndicalist
Stability: 5
Sphere: Federation of American Workers
Units: 2
Conflicts: None
-Illinois-
Government: Multiparty
Stability: 3
Sphere: Independent
Units: 3
Conflicts: Leftists
=
Chicago Liberation Army
Sphere: Federation of American Worker
Units: 2
-Wisconsin-
Government: One Party
Stability: 4
Sphere: Independent
Units: 2
Conflicts: Leftists
=
Green Bay Liberation Army
Sphere: Federation of American Worker
Units: 1
-Minnesota-
Government: Multiparty
Stability: 3
Sphere: Independent
Units: 2
Conflicts: Leftists
=
Minneapolis Liberation Army
Sphere: Federation of American Worker
Units: 1
-Iowa-
[corn bonus +10]
Government: Multiparty
Stability: 5
Sphere: Independent
Units: 1
Conflicts: None
-Missouri-
Government: One Party
Stability: 4
Sphere: Independent
Units: 4
Conflicts: None
-Kansas-
Government: One Party
Stability: 3
Sphere: Independent
Units: 2
Conflicts: Mormon Holy War
=
Nauvoo Legion Irregulars, "Brother Brigham's Bees"
Sphere: Deseret
Units: 1
-Nebraska-
Government: One Party
Stability: 3
Sphere: Independent
Units: 1
Conflicts: Mormon Holy War
=
Nauvoo Legion Irregulars
Sphere: Deseret
Units: 1
-South Dakota-
Government: One Party
Stability: 3
Sphere: Independent
Units: 1
Conflicts: Mormon Holy War
=
Nauvoo Legion Irregulars
Sphere: Deseret
Units: 1
-North Dakota-
Government: One Party
Stability: 4
Sphere: Independent
Units: 1
Conflicts: Mass Mormon Conversions, unrest
=
The Faithful
Sphere: Deseret
Units: 0
-Montana-
Government: Theocracy
Stability: 6
Sphere: Deseret
Units: 2
Conflicts: None
-Idaho-
Government: Theocray
Stability: 6
Sphere: Deseret
Units: 2
Conflicts: None
-Wyoming-
Government: Theocracy
Stability: 6
Sphere: Deseret
Units: 2
Conflicts: None
-Colorado-
Government: Theocracy
Stability: 4
Sphere: Deseret
Units: 2
Conflicts: Unionist, Antimormon resistance
=
Patriot Militia of Colorado
Sphere: United States
Units: 1
-Nevada-
[+10 silver bonus]
Government: Multiparty
Stability: 3
Sphere: Californian
Units: 1
Conflicts: Mormon Holy War
=
The Repented and Saved
Sphere: Deseret
Units: 1
-Oregon-
[+10 lumber]
Government: Ecotopia
Stability: 5
Sphere: Cascadia
Units: 2
Conflicts: Mormon Holy War
=
Nauvoo Legion Irregulars
Sphere: Deseret
Units: 1
-Canada-
Government: Multiparty
Stability: 4
Sphere: Independent
Units: 8 (2 in Vancouver, 3 in Quebec
Conflicts: Quebec Seperatism, ProCascadian Sympathy
=
Front de libération du Québec
Sphere: Federation of American Worker
Units: 1 (in Quebec)
=
Organization for Cascadia
Sphere: Cascadian
Units: 0 (in Vancouver)
-Cuba-
[+10 Sugar Bonus]
Government: One Party
Stability: 6
Sphere: Independent, Federation of American Workers
Units: 5
Conflicts: None
Note that the map is not correct because I couldn't find the original, its from turn three from a game on Something Awful
Also, how did you come up with the stats? I don't want to come off as incompetent, but I probably will 'cause I am. How did you do it? or are they made up?
Partially made up, partially from what little demographic info I could find. Literacy in Mexico in 1900 was 22%, I moved it around a little due to the backwardness of Rio Grande, etc.