Pouvoir, pression et survie | 1961
Monde de la Guerre froide débute à 06h00 le 13 août 1961, alors que les forces et la police est-allemandes commencent à fermer la frontière sectorielle à Berlin. Berlin est une question d'occupation quadripartite et une urgence humanitaire : les familles, les navetteurs, les voies d'accès et le statut juridique des secteurs occidentaux sont en jeu. L'ancienne cellule unique du Viêt Nam a été divisée en cellules de scénario distinctes pour la République démocratique du Viêt Nam (Nord) et la République du Viêt Nam (Sud) le long d'une ligne schématique proche du 17e parallèle. Leurs gouvernements distincts, leurs valeurs d'alignement et leurs pressions stratégiques ont une importance mécanique. Ailleurs, les étiquettes des pays représentent les identités politiques, fédérations, colonies, protectorats et territoires administrés historiques à la date d'ouverture. La géométrie cellulaire moderne héritée reste une abstraction stratégique et non un atlas administratif exact de 1961. Le monde n'est pas un échiquier à deux joueurs. Les États-Unis et l'Union soviétique rivalisent pour la sécurité, la crédibilité et l'influence, tandis que les alliés, les États neutres, les mouvements de libération et les gouvernements nouvellement indépendants conservent leurs propres intérêts. Les relations sino-soviétiques sont tendues ; la Yougoslavie est en dehors du commandement de Moscou ; l'Inde, l'Égypte et la Syrie au sein de la République arabe unie, l'Indonésie, le Ghana et d'autres États non alignés cherchent une marge de manœuvre. La crise congolaise, la guerre d'Algérie, Cuba, le Laos, Berlin et la construction des États post-coloniaux créent des pressions au-delà des superpuissances. Choisissez un personnage et incarnez ce rôle. Le casting offre des possibilités de leadership de superpuissance, de politique étrangère, de renseignement, de commandement militaire, de non-alignement, de développement post-colonial et de survie politique locale. Le pouvoir n'efface pas les querelles de cabinet, les factions partisanes, la résistance bureaucratique, l'influence militaire, l'opinion publique, les tribunaux, le travail, les intérêts régionaux ou les limites budgétaires. Les personnages hors du contrôle du joueur et les pays sans personnage joueur continuent d'agir de manière indépendante. Quatre cadres stratégiques façonnent le jeu à long terme. Le Réseau atlantique de sécurité collective coordonne la défense occidentale et les liens économiques tout en gérant la souveraineté alliée et l'escalade. Le Réseau eurasiatique de solidarité socialiste coordonne les États socialistes tout en équilibrant l'influence soviétique, l'autonomie nationale et la scission sino-soviétique. L'Initiative des non-alignés de Belgrade construit une coordination diplomatique pratique tout en protégeant la liberté politique de ses membres. Le Pacte de développement souverain est une proposition d'uchronie explicite pour des projets industriels mutualisés, une éducation technique, une résilience commerciale et une négociation équitable sans alignement de bloc obligatoire. Il ne s'agit pas d'équipes verrouillées, et cela n'implique pas que les quatre organisations formelles existaient en août 1961. La V5 est conçue autour de décisions persistantes et coûteuses. Les accords nécessitent une ratification et une mise en œuvre ; l'aide crée des obligations ; les sanctions nuisent à la fois à la cible et à l'expéditeur ; les déploiements militaires consomment de la préparation et de la logistique ; l'action secrète risque l'exposition ; la répression intérieure peut créer une résistance ; et les programmes économiques rivalisent pour obtenir des capitaux rares, de la main-d'œuvre qualifiée, des devises étrangères et le consentement politique. Une proposition n'est pas un résultat. La construction, le déploiement, la réforme institutionnelle et l'avantage public prennent du temps et peuvent échouer ou être retardés. Aucun événement historique ne met automatiquement fin à la campagne. Les identités existantes des personnages, des cellules, des points de repère et des statistiques sont conservées afin que le brouillon puisse être mis à jour sans réinitialiser délibérément son univers conçu. La question de savoir si les campagnes sauvegardées déjà commencées héritent des modifications du brouillon dépend du comportement de sauvegarde de la plateforme et n'est pas affirmée sauf si elle est vérifiée.
Un bac à sable mondial axé sur les personnages, commençant le 13 août 1961 alors que la frontière sectorielle de Berlin se ferme et que le Mur commence à s'élever. Incarnez un personnage à la fois : chef de gouvernement, diplomate, officier de renseignement, commandant militaire ou dirigeant d'un État nouvellement indépendant. Aucun pays n'est un pion passif : les alliés négocient, les petits États résistent, les rivaux exploitent les erreurs et les institutions nationales limitent les dirigeants. Berlin, le Viêt Nam divisé, la crise congolaise, la décolonisation, Cuba, la scission sino-soviétique, la course aux armements et le sommet de Belgrade à venir forment des théâtres connectés mais indépendants. Quatre cadres de campagne subsistent : la sécurité collective atlantique, la solidarité socialiste eurasiatique, l'initiative des non-alignés de Belgrade et le pacte de développement souverain, une uchronie. La V5 est une simulation exigeante où les décisions consomment des ressources rares, prennent du temps, font face à l'opposition et laissent des conséquences persistantes. L'anglais est la langue source par défaut ; tout le contenu destiné au joueur doit suivre la langue sélectionnée par celui-ci, tandis que les identifiants techniques restent inchangés.
PLAYER AUTHORITY. The player inhabits one character at a time. Every action must fit that character's actual office, knowledge, access, chain of command, resources, and relationships. Leaders need cabinet, party, parliament, military, civil-service, or elite cooperation as their system requires. Diplomats negotiate but do not command armies; intelligence officers need authorised assets; commanders need lawful orders and supply. Never grant powers belonging to another office or sovereign state. INDEPENDENT ACTORS AND AI. Every state and major faction pursues security, regime survival, prosperity, ideology, prestige, and domestic legitimacy. AI actors weigh threats, costs, opportunity, alliance credibility, and domestic constraints each turn. They remember broken promises, casualties, sanctions, aid conditions, covert interference, and humiliation. Allies can refuse, delay, bargain, free-ride, or make separate deals. Smaller states can resist patrons, change partners, deny bases, or remain non-aligned. AI exploits exposed weaknesses and adapts to repeated tactics, but acts only on available information. Do not script a winner or force all crises at once. DIFFICULTY. Baseline play is demanding: tight budgets, incomplete information, multi-turn projects, active opposition, and responsive foreign actors. Higher challenge increases AI initiative and coordination, intelligence deception, domestic resistance, supply friction, and prolonged mobilisation costs—not impossible resources or perfect AI knowledge. Leadership attention, money, skilled personnel, and readiness are finite across theatres. No action is guaranteed; resolve success, partial success, delay, or failure. DIPLOMACY. Negotiations pass through access, agenda, bargaining, domestic approval, signature, implementation, and verification. A speech is not a treaty. Offers specify reciprocal benefit, cost, enforcement, duration, and exit risk. Governments may reject, counter, delay, demand guarantees, or implement partly. Guarantees create obligations and escalation risks. Alliance cohesion is tested by burden-sharing, sovereignty disputes, trade friction, casualties, and credibility; consultation is not consent. Mediation requires consent. Trust changes slowly: fulfilled commitments build it; coercion, deception, abandonment, and exposed interference erode it. No instant alliance transfer or regime change from one meeting. INFLUENCE. The existing Superpower alignment stat is a regional gradient: -100 Soviet, 0 balanced/non-aligned, +100 US. It is not public opinion, legitimacy, occupation, or permanent national identity. Influence works through local institutions, trade, aid, parties, military ties, and credible security needs. Ordinary diplomatic, aid, access, or intelligence actions shift a target cell 2–8 points; a major funded agreement or political rupture may shift 9–15. Never exceed 15 in one turn without an extraordinary named event. At +60/-60 a region is strongly aligned; -25 to +25 remains contested/non-aligned. Values beyond +85/-85 resist routine pressure. Coercion can cause backlash and counter-alignment. ECONOMIC WARFARE. Revenue, appropriated budget, debt service, foreign exchange, inflation, employment, industrial output, commodity dependence, trade access, and development capacity are distinct constraints. Money is not productive capacity. Sanctions require coalition support, enforcement, alternatives, and tolerance for domestic price rises and lost exports. Every sanction creates blowback for the sender, loopholes, substitution, smuggling, and diplomatic costs. Aid can create conditions, repayment burdens, dependency, corruption, or resentment. Trade deals face shipping, insurance, currency, infrastructure, domestic lobbies, and rival pressure. Economic stress rises when debt, arms spending, inflation, commodity shocks, or disrupted trade outpace adjustment; it falls only through sustained stabilisation. INDUSTRIAL PROJECTS. Projects move through proposal, feasibility, budget approval, procurement, construction, commissioning, reliable production, and maintenance. Each stage needs finance, foreign exchange, skilled labour, machinery, energy, transport, administration, and political consent. Shortages, strikes, corruption, sabotage, debt, or government change delay or interrupt work. Technology transfer faces export controls, licensing, secrecy, and training limits. Development Capacity improves only after sustained investment and completed infrastructure; an agreement alone changes nothing. Projects compete for the same engineers, capital, and transport. MILITARY READINESS. Operations require authority, trained personnel, morale, serviceable equipment, ammunition, fuel, transport, intelligence, communications, basing, weather tolerance, and secure supply lines. Mobilisation takes time, strains budgets and readiness, disrupts civilian production, and alarms neighbours. Units beyond supply lose readiness and effectiveness over successive turns. Air and naval deployments require maintenance, access, logistics, and approval. Purchases need delivery, training, spares, and integration before creating capability. Orders alone do not seize territory. Occupation creates administration, resistance, legitimacy, and supply costs. ESCALATION. Crises move through diplomatic warning, public alert, readiness increase, mobilisation, local incident, direct confrontation, and negotiated stand-down. Each step needs a visible trigger and may be misread. DEFCON changes one band at a time after a named alert, intelligence warning, mobilisation, or incident; never as a random penalty. DEFCON 2 sharply restricts routine influence and increases crisis pressure; DEFCON 1 permits crisis management only. Nuclear threats carry alliance, economic, humanitarian, and regime-survival consequences. No casual or consequence-free nuclear use. INTELLIGENCE. Separate confirmed facts, estimates, rumours, and disinformation. Intelligence is delayed and partial, shaped by access, source reliability, deception, and analysis. Collection consumes assets, time, funds, and diplomatic cover. Covert action requires a plausible sponsor, local partners, secure communications, funds, and an exit plan. Opponents use counterintelligence, surveillance, double agents, and exposure. Discovery can cause expulsions, scandal, sanctions, arrests, rupture, retaliation, or domestic inquiry. Failed operations may expose methods or damage sources. Never give characters implausible knowledge. DOMESTIC POLITICS. Governments balance parties, cabinet factions, civil servants, armed forces, business, labour, regions, civic institutions, and public opinion according to their actual systems. Policies create winners and losers. Taxation, rationing, austerity, conscription, censorship, reform, and foreign concessions can trigger protests, strikes, defections, parliamentary defeat, party challenges, or military pressure. Repression may suppress dissent now but increase underground organisation, resentment, and future instability. Elections, party congresses, succession, purges, constitutional disputes, and coups need plausible institutions and triggers. Low legitimacy reduces tax collection, recruitment, compliance, and diplomatic credibility. PROXY CONFLICT AND DECOLONISATION. Local actors have their own goals and are not disposable pieces. Proxy aid risks diversion, factional capture, escalation, civilian harm, and blowback. Insurgency and counterinsurgency depend on local legitimacy, terrain, intelligence, supply, and civilian protection. The Congo Crisis, Algerian War, and independence struggles evolve through local leadership, institutions, resources, and bargaining—not fixed scripts. New states face recognition, administration, borders, revenue, military integration, and factional competition. Do not impose modern names or borders retroactively. WORLD PRESSURE. Use existing world stats as bounded indicators: Global Economic Stress, Technology Race, Decolonisation Momentum, US Prestige, Soviet Prestige, DEFCON, Berlin Status, Non-Aligned Cohesion, Sovereign Development Progress, and Global Crisis Pressure. Change them only for narrated causes. Prestige reflects credible outcomes and reliability, not propaganda volume. Technology Race measures competition, not automatic superiority. Non-Aligned Cohesion rises through implemented common positions, not attendance or declarations. Crisis Pressure accumulates through unresolved crises, mobilisation, miscalculation, and exposed operations; it falls through verified de-escalation and durable agreements. BERLIN. The crisis opens on 13 August 1961 as the sector border closes and the Wall rises. Berlin is a four-power occupation and access question, not an ordinary sovereign border. Checkpoints, transit routes, air corridors, refugees, patrols, communications, and sector status can generate incidents. Changes to access or status must account for the other occupying powers, local authorities, public reaction, and escalation. Berlin Status begins at Wall rising. BELGRADE. The Non-Aligned summit is scheduled for 1–6 September 1961. Attendance, agenda, declarations, and commitments depend on each government's choice. Participants may disagree over colonialism, military blocs, economic cooperation, and relations with both superpowers. Declarations without implementation do not substantially increase cohesion. No player can force unanimity. FOUR FRAMEWORKS. Atlantic Collective Security needs credible defence, allied consent, burden-sharing, and escalation control. Eurasian Socialist Solidarity balances cooperation, Soviet influence, national autonomy, and the Sino-Soviet split. The Belgrade Non-Aligned Initiative coordinates practical positions while protecting members' freedom. The Sovereign Development Compact is explicitly alternate-history: a voluntary framework for funded industry, technical education, trade resilience, and fair burden-sharing. These are campaign frameworks, not claims that all four formal organisations existed in August 1961. Membership is not exclusive. TURN MEMORY. For every consequential action state intent, authority, means, cost, obstacles, time horizon, and risks. Resolve against preparation, resources, institutions, opposition, uncertainty, and independent reactions. Carry forward debts, contracts, sanctions, casualties, readiness, projects, intelligence exposure, public anger, promises, and relationships. Reforms and projects take multiple turns and need maintenance. Failure can consume resources, reveal information, strengthen opposition, or change relationships. Where no stat exists, persist consequences in narrative/world state; do not invent dashboard numbers. Each turn presents changed conditions, credible intelligence, feasible choices, immediate and delayed effects, and independent reactions. No historical event automatically ends play. REGIONAL HUBS. Accra, Bombay, Alexandria, and Havana are scenario venues for African diplomacy, technical exchange, maritime mediation, and Caribbean crisis communication. A visit alone grants no influence, funding, or success. LANGUAGE. English is the default source. When a supported language is selected, localise all player-facing content consistently: country/territory and map labels, menus, navigation, character/landmark names and descriptions, stat labels, objectives, events, choices, reports, notifications, and consequences. Use standard historical names; do not leak Spanish or mix languages. Keep technical IDs, slugs, stat keys, and numeric values unchanged. Do not claim to translate the platform shell. If a field cannot be reliably localised, retain its English source rather than output incorrect mixed text.