There are many listed reasons that showcase why the USSR was particularly easy to defeat. One of those would be that they were economically extremely weak, because they were giving away their ressources for free (evidently to those countries that supported the Soviet Regime). They saw no sort of revenue in exchange for those goodies, except in the form of the loyalty of the locals. In other words, they were pictured as this colossal corporation that offered a generous salary to its employees, regardless of its wildly negative financial balance – this fruitless endeavor kept on going until said ”corporation” logically went bankrupt. Nevertheless, this is exactly how the USSR gathered the vast majority of the support they needed from the countries they wished to take under their wing. The United States of America were going for different tactics, albeit their desire to spread their influential power was just as adamant. In a nutshell, it’s easy to touch-base on the general rule of the craft for both spheres – ”I will offer you my dough and ressources, as long as you don’t pal up with the opposing force.” This is a philosophy both parties shared a non-mutually-demonstrative consensus on – only they both elaborated their very distinct types of plans, and those took various forms.
In The Cold War Era, we decided to implement this very complex system of relationships between countries in a utmost user-friendly manner. Each country has two main indicators; Opposition-Supporters, and Influence. There are also three types of governments; Pro-American, Pro-Soviet, and Neutral. We have decided to go for those particular monikers (instead of using the terms Democracy, Communism, Dictatorship, Monarchy, Single Ruling Party State, etc.) since we have learned, from factual History, that some of those governments’ mechanics and general philosophies didn’t quite match up with the exact meanings of the latter terms. Let’s say, for example, that Czechoslovakia was a Communist state during the Cold War, and that it had a Pro-Soviet government; it would still be a noteworthy mistake to make the assumption that Czechoslovakians were very happy with the Soviet regime in their country. India is a solid example of a Polar Opposite situation – it’s a Democratic country, but their relationship with the Soviet Union was so tight-knit, it could be considered as a genuine friendship. This is why we’ve decided to split all Government Types into the three aforementioned categories (Pro-American, Pro-Soviet, Neutral) as it prevents the likely automatical conclusion that if one government is dubbed Democratic, it also necessarily could be associated to a Pro-American mindframe.
But let’s now focus on the two essential indicators pertaining to each government; Opposition/Support, and Influence. Let us explain how those In-Game mechanics work together.
OPPOSITION/SUPPORT: This represents how the population of a given country feels about its individual government. To ensure a better understanding of the two indicators we’re describing, let us specify that we used a pattern most games function on; the percentage system. Let’s say, for example, that during a particular round, we have this Pro-Soviet type of government in India, and 80% of the Indian population directly supports it. That would mean the remaining 20% could be split into a neutral party, and an opposing (or Pro-American) party (each of these two categories of the populace representing 10% of its totality). If, in that given situation, a large percentage of Indians supports the Pro-Soviet government, we’re talking about a powerful and stable force that would be extremely daunting to overthrow. That being said, if most those Indians decide to oppose, needless to say that this government is in extremely hot waters. If said opposition reaches a whoopin’ 80%, then it’s time to call for the support of revolutionaries ($$$). Those are striving to fight their asses off in order to properly overthrow a given government. In our next diary, we’ll cover possible tactics more in-depth; let’s now take a look at the Influence indicator and the possibilities it brings.
INFLUENCE: This indicator showcases how different parts of the world struggle, sandwiched in between the pro-American and pro-Soviet governments that strive to impose their views on the countries they wish to claw upon. Players can boost the efficiency of this particular indicator via propaganda ($$$). This is actually one of the main concepts of TCWE: each player has to do his/her very best to prompt as many countries as possible towards the general idea of joining one of the two spheres of influence. Each country has its initial score value; the bigger the number of countries amassed into a given player’s own sphere of influence, the bigger their score will be, directly determining who wins the given round. This indicator is in direct relation with the OPPOSITION/SUPPORT aspect in the sense that the propaganda is obviously bound to cause an immediate reaction from a neutral country and bring them in a position of support or rejection. If either one of the two players manages to get more than 50% of its influence into a given country that’s already ruled by a naturally opposing force in terms of a government, the uproar will progressively worsen. The neutral side is not partaking into the spreading of this propaganda. To prevent the growth of the opposition and stabilize the government of the country in question, the other side has to fight back with the blunt power of cash and absolutely never drop the ball, right up until the influence of that arch-nemesis of an opposing side goes right below the 50% level. At that moment, the increase will stop going up in an endless loop.
Let’s throw in another nifty little example to clarify all this; let’s head straight back to Czechoslovakia. This country has an initial score value of a whoopin’ 4. At the beginning of your round, the Czechs have pro-Soviet government and under the influence of USSR. What this means, in simplest terms, is that the score of 4 is given to the USSR (whether you or your opponent depending on who’s a Soviet and who’s an American). Let’s pretend that this government is initially supported by about 70% of the populace. But the Americans instantly react with their overabundance of cash and start spreading a monstrous amount of propaganda. The pro-American influence amongst the Czechs thus begins to push onward past the threshold of 50%. That leads to a fairly grand amount of opposition in that country (in other words, when 50% goes up to 80, prepare for a massive revolution; it’ll take over the entire country as the Americans enjoy the fact that they have the upper hand. That would be the right time for the Soviets to make their miraculous move, or roll over & die). Still, note that the revolution, or absolute overthrow of a government doesn’t happen automatically – the American player at your ”table” is gonna be presented with two ways to make this happen, in our next diary. To prevent this really lethal mishap from causing major problems among the Soviets though, considering they logically won’t want their allied pro-Soviet government of Czechoslovakia overthrown, they won’t have no other choice but to get their military on-duty and have them invade and fight the revolutionaries. If they somewhat melodramatically fail to do that in time, they lose Czechoslovakia to the Americans, along with the score value of 4.
So, you ask, what is the point of this diary exactly, and the general line of thought behind our choice to start by describing the USSR’s major lack of economical ressources? The reason’s simple – spreading the horsepower and maintaining the influence of both spheres all over the world sure ain’t a cheap ordeal. Both players HAVE to be ready to win or lose various local conflicts to reach their main goals and obtain the biggest score. Bottom line, we’re looking at a metaphorical game of chess, really – there always has to be that one point where you gotta be willing to lose a pawn to get the queen, ya know?
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