Thailand's CVH, the Chakri Naruebet
Thailand's CVH, the Chakri Naruebet

Starting Position Explanations


Each stating position has a large number of unique characteristics, abilities, and goals that make the game interesting. Great effort has been expended to make the positions as realistic as possible, but some changes and simplifications had to be made to make the game fairer and more playable. If you have any questions as to how these numbers were arrived at, please email the General Moderator.

Each starting position is listed in the same format:


Map: At the top of each page is a small map of that position's homeland.

Real Name: The name this nation or group of nations calls itself in "real life".

Game Name: The name used for the game, such as The Azure Alliance or The Denim Democracy. Of course, no one would really call themselves The Magenta Mob, but it is these "Game Names" that allow this game to call itself "The Spectrum Wars".

Location: This lists the real-world countries or portions of real-world countries that are included in the "Homeland" of this position at the start of the game. This usually includes any outlying islands or overseas possessions controlled by that nation in real life, but not always. For example, the two halves of the USA in this game do not include such non-state US possessions as Puerto Rico or the Northern Marianas. Puerto Rico is part of the Green Guerillas, and the Northern Marianas are part of the Yellow Yakuza. If you have any questions about specific outlying possessions of your constituent nations, email the General Moderator.


Description: This is a brief description of the history and goals of your position. You are not firmly held to these goals, but going against the historic wishes of your citizens may lead to riots, strikes, or unrest.

Government Type: This is the type of government that your position has at the start of the game. Your government type affects the efficiency of your research, and can impact your ability to form alliances with certain other types of governments. You can change your government type, but it can be difficult, and it is best to discuss any change with the General Moderator before going forward with it. The different government types are:

Political Alignment: This is the general political disposition of your nation. The most important distinction is between left-wing and right-wing political leanings, although religious traditions also come into play here. The different political alignments are:


Mission: The Primary historical goals of each position are listed here. Carry out these goals, and you can say you won the game, even if you don't conquer the whole world. You are certainly not limited to these goals, but going directly against them will anger your people. For example, if one of your goals is to conquer one of your neighbors, fighting alongside them to expand their empire will not be a popular policy.

Other Goals: When your political leaders dream, this is what they dream about. Once their primary mission is accomplished, this is what they would like to do next.

Enemies: This lists the historical enemies and rivals of your position. Working alongside them is difficult, but not impossible. Fighting alongside one enemy will work if you are fighting against another of your historical enemies. But when the war is over, keeping the wartime alliance could grow unpopular among your people.

Friends: These are the nations that are popular among your people, or who have historically helped you against your common enemies. Fighting against these nations will be unpopular among the people without a careful propaganda preparation.


Economy (Cash/Limit): This is the measure of how much you can spend and how many units you can build. The first number is your Cash Income, the number of Cash Points your economy produces each turn and which you can spend on building units or conducting research, espionage, or propaganda. The second number is your Unit Production Limit, which defines the maximum number of units you can have under construction at any one time in your own factories and shipyards.

Resource (Supply/Demand): These numbers define your position's supply of raw materials such as food, oil, and metal ore. The first number is the supply of Resource Points that is generated each turn in your homeland, and the second is the number of Resource Points that must be consumed in order to produce your Cash Income. Any surplus resource points may be converted into cash or traded with other positions. Any shortfall must be made good through trade or buying resource points on the retail market, or the economy will crash.


Unit Picture: Each position page includes a picture of some real-world unit in that position's forces. This is included for illustration only, but it does frequently show something that is essential and definitive about that nation's military.

Military Forces: Each branch of your military has a defined quality and a list of units.

Quality (Equipment/Training): Each branch has a quality score made up of two numbers. The first number is the average quality of your equipment, such as tanks, aircraft, and ships. The second number is the average quality of the training, leadership, and experience of your soldiers, pilots, or sailors. Investment in extra training can bring up your training score, while rapid expansion of your military can bring it down. Buying new equipment or technology from more advanced military powers such as Denim can bring up your equipment score, while buying new equipment from less advanced powers such as Jade can make it go down.

Units: This is a list of all the units in your armed forces at the beginning of the game. To see what all these units are, see the appropriate page in the Unit listings. Your units start out wherever in your own territory you wish, and can be moved around throughout the course of the game.


Satellites: This is a listing of any satellites you have in orbit at the beginning of the game, as well as what orbit they are in and where.

Industry Levels: This is a listing of your various Military-Industrial Complex levels, from Tank Factories to Nuclear programs. This defines what type of units you can build at the outset of the game, and all of these can be improved with investment. Also included in this section is your position's Research Level, which along with your government type defines the effectiveness of your research into new technologies. Your Research level CANNOT be changed except through conquest of a more research-oriented country, since it would take a lot longer than the game is likely to last to really improve the average quality of a nation's research establishment.

Nuclear Weapons Stockpile: This lists your current stockpile of nuclear weapons, if you have one. Weapons such as ICBM's start out in their real-world positions such as missile silos, and cannot be moved. SLBM's are in your SSBN's, and any extra are stockpiled at naval bases. Other weapons like ALCM's and Air-dropped bombs are similarly stockpiled at military bases, and are only deployed to active units like SSGN's and Bombers if you specifically so direct in your orders.

Defensive Works: This lists your fixed defensive works like fortifications, minefields, and SOSUS nets that may not be moved. Each installation is given with its type and its location.

Starting Technologies: This defines which advanced technologies, if any, possessed by your empire and few others. Some of these allow construction of certain special units (Stealth Aircraft, AEGIS, AIP), and some of these give certain combat bonuses (Anti-Stealth Radar).


Position Bonuses: This lists certain bonuses that your position has due to culture or position. Some of these bonuses include:


Position Handicaps: This lists any negative handicaps your position suffers due to culture or terrain. These handicaps include:


Click to go back to the main Starting Positions Page
Click for a list of all available military units
Click to see how the world got this screwed up
Click to see what the players have done with these starting positions
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