The Spheres of Influence and their Costly Bickering

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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Travelling Back in Time Through a TV Set; CWE Innovates

We’ve been thinking about what we should discuss in our first diary about The Cold War Era, and which aspect of the game we should cover firsthand – game map, military, space race, technologies, spy system? And then, we instantly realized that all this is going to be connected to another great achievement of the Cold War era – TV! Yes, you’ve read this correctly; the TV! It was one of the most important tools to spread propaganda locally and internationally. In fact, many people in Russia believe that the American pop culture and Hollywood movies were one of the major key points Soviet people used to stand against their own government. They just wanted to live like Americans in those Hollywood films. How does our TV system work in the game? It’s a very fun concept! We are implementing TV stream into this MMO. This is going to be a non- stop live TV stream covering all aspects of the action that takes place in the game. It’s not a downloadable stream from the Internet (so you shouldn’t be excessively concerned about overuse of bandwidth). All videos are going to be part of the core files.

TV, in The Cold War Era, was the main tool giving the people the possibility of getting information from all around the world. The reason we’re this adamant about this aspect of those times is simple: every single action we deem important for our players to be made aware of, is going to be shown on the In-Game TV. Let’s say you choose to portray mighty Mother Russia and one of the KGB spies gets captured in, for example, South Korea. You would then see a poor Russian guy being scooped up by Koreans right on your in game TV screen in a regular Newsreel format. Or, let’s say for instance that you choose to play representing the USA, and Russians have managed to launch their satellite to the space. Then, on your screen,you will see the real footages of  the R7 white rocket flying fast towards the skies with Sputnik on board. Readable & short information blurbs are also available for those who’re more used to getting their info via short messages.

We believe the video stream is going to fulfill the general game ambience with the presence of realism. Absolutely all of the In-Game TV footage really has been on TV all over the world back in the Cold War era, and now, by immersing yourself into a game representing the essential pillars characterizing those times, you will see it again. All video files are real! It’s all been carefully selected from the good ole n’ dusty archives. Real history will reach out and pull you in thanks to this fantastic featurette.  When you change the history, the meaning of those TV footages can really make all the difference in the world, because it will directly show you the impact of every single move you decide to make.

-The Alina Team
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On a Freezing Cold Rampage; Diaries of the Nuke

In true Alina fashion, Cold War Era is an MMO of extremely political proportions, prompting each player to immerse themselves into the skin of the men that fought to their deaths in this incredibly mind-blowing time of nuclear face-offs. For those unfamiliar with the historical briefs behind this lethal and era-defining event, know that you only have to be capable of rehashing the main bullet points that made a catastrophe escalate into what we now know today as arguably one of the most compelling melodramas in the history of planet Earth:

  •  This pillar of the tall tales of bloodlust took place roughly between 1947 and 1992. It was an endless and chaotic frozen frame in time during which The United States and its allies (‘’The West’’) strived to gain the upper hand on The Soviet Union (‘’The East’’) for a handful of logistics including politics & the military, alongside economic and ideological supremacy.
  • This all started when a competitive vibe put the West up against the wall, when the Soviets developed their very own atomic bomb in 1949, creating a feeling of disillusion amongst the Americans that believed they would always reign supreme in the department of bombastic weaponry.
  • Those Soviets were pretty paranoid and closed off folk, and they had their clear vision on what they wanted their Post-WWII picture-perfect universe to look, and feel. Opposing principles from the Americans created an uproar of proportions that sure know to put one’s imagination on a roll.

 I’m quoting a web resource:

 ‘’ In diplomatic and military terms, the Cold War took the form of each side daring the other to fire the first nuclear shot. Both nations built more and more, bigger and bigger missiles and warheads. Missiles became capable of delivering a nuclear bomb from a Nebraska wheat field into downtown Moscow. Both nations developed the ludicrously tragic ability to blow up the Earth several times over.’’

Cold War Era puts you smack in the middle of the good stuff. Your sense of strategy makes you one hell of a capable soldier in your day to day life – imagine applying the best of your adrenaline and brain juice to a matter that had the potential of turning the entire space continuum over on its ass back in war times. That a stimuli enough for you? Read on.

 The format of this MMO is as intellectual as they come – you’re about to gather your chess pieces and have each and every trace of a move make a major difference in the way humanity’s evolution is being spearheaded. Using the P2P mindframe, you go up against a human opponent, and focus on defeating whomever’s unfortunate enough to be on the other end of the stick, using a variety of tactics similar to a regular game of chess. How much more to-the-point can it get?

 As outlined earlier, the two paramount opposing forces are the USSR & the US of A. You pick a side, and you spread its influence like wildfire. Each move any of your set pieces goes for, you can’t rule out – there’s no sort of a way to re-think enormities when you’re a political force to be beckoned with, so you have to make sure you know exactly what you’re doing at all times, and each move stands for one big deal of a decision. You have sixty minutes to work up your Chi – that’s how long each game round lasts. There are two ways to come out a winner in this highly suspenseful ritual; it all boils down to how you lay out your badass strategy, but essentially, there‘s virtually a zillion ways to draw as much power as possible:

1 – Super high score;

 2 – Managing to have your puppet government settle down in the opponent’s country.

 Each country has its very own score value. In a nutshell, if the country you proudly and intricately represent teams up with one of the two reigning spheres of influence, this score value will be added to your initial number (dandy, eh?). Thus, the horse you wanna bet on is really rather simple: the sphere of influence that contains the most countries is the one that’ll score the highest and round out the result of the sixty minutes of battle. Evidently, those countries have to be pro-American or pro-Soviet. There are two paths to domination here: political hassle and military tactics. The space race also serves the purpose of spreading the influence of the two reigning Supers in this turf, and spy nets are also a brilliant way to liquidate enemy spies and cause a good amount of havoc amongst your rival government.

 This game format is keeping things oldschool while making you reflect on exactly what you would do with an impressive amount of power gripped tightly in your fist; way to spike up a regular chess kick. Each player has the same amount of pieces to move around the board – what you make of your number of options is entirely up to your vision of an organized planet.