Actually, where are the rules?
Let me introduce some new rules -
-If you think something is not right, like a move or build, say it to me.
-Dices are used like this: A normal battle on normal terrain with equally armed sides means a 7 or higher to succeed for the attacking side. since 7 is the average out of 2 dices. Has 1 side small advantages like a better research or better condition (defending) the required number can be influenced by 1. So if army A attacks army B while army B is on the top of a hill it will need to throw an 8 to win. If it is plain terrain and army A (equipped with better rifling) attacks army B (standard rifling) it will only need a 6 to win. (in perspective of Army A)
-If the amount thrown is high, thus a higher loss for the enemy. So if Fleet A attacks Fleet B with both equal strength throwing a 7 for Fleet A to win the battle but Fleet B will have no losses. However if A throws an 8 Fleet B will lose 10% of its strength. (so in case of 10 ships: 1 ship, in case of 5 ships: 1 ship heavily damaged and not able to fight further this round). If A throws 9 it will lose 20%. If A throws 10 30% etc. On land battles in means the same. 1 point higher then required: hostile army slightly damaged, 2 points higher means hostile army damaged, etc.
-Every country has an equal amount of turns!
-Every country starts with 5 battleships.
Every country has an army related to the stars of the country. To determine the starting army, multiply 5 with the number of stars of the country.
Not more than 2 divisions can participate in a battle.
If the battalions participating are 2, then Defense/Attack +10% (depending on the context). If both the sides field 2 battalions, their effect is neutralized.
-Africa, Arctic, Antarctica and Southern-America are non-accessible
Order list -
1. France
2. Britain
3. Northern Italy
4. HRE
5. Ottoman Empire
6. Prussia
7. Naples
8. Russia
Researches that can be done:
-Mass Production (gives you the ability to recover an army quicker) [1 turn]
-Advanced rifling (combat advantage) [2 turns]
-Advanced Navy (naval combat advantage) [2 turns]
-Advanced Cavalry (combat advantage) [2 turns]
-Advanced Battalion (can do larger campaigns in a single turn) [2 turns]
-Advanced Nationalism (gives you a much better defense in homeland) [3 turns]
-Fortress Lines [2 turns] construct fortresses. Defense +1. Can be done 3 times max for a country
-Spying [2 turns] Less vulnerable to enemy. Attack of enemy -1
-Civilization [3 turns] After conquering a country no rebels are left behind except very very very small groups. (If country has advanced Nationalism it has no use)
Builds that can be done:
-Expanding navy by building destroyer (1 destroyer in 1 turn)
-Expanding army by building extra army (1 army in 1 turn)
-Expanding navy by building Heavy Battleship (1 ship in 2 turns)
-Expanding the army by building an Armored Elite Army. (1 army in 2 turns)
As you see the last two options are two times as strong as the first two.
REMEMBER BEFORE POSTING:
The correct format of posting your orders is the following one. You will do 5 turns in once.
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1) Attacking city/area x. A 7 required to win.
2,3,) Researching Mass Production
4,5) Building a Heavy Battleship.
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