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Post by John Marston on Mar 30, 2021 1:39:47 GMT
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Post by John Marston on Mar 30, 2021 1:44:31 GMT
Regular Infantry Upgrade; adds one battle power to infantry (+1), total if this is applied = 2 (turns required for upgrade = 10) Advanced Infantry Upgrade; adds one more battle power to the infantry (+2) total if this is applied = 3 (turns required for upgrade = 13) Next up are tanks (armored divisions). Regular Tank Upgrade; one battle power (+1) increase to your tanks, total if this is applied = 4 (keep in mind that tanks are sophisticated machinery) (turns required for upgrade = 12) Advanced Tank Upgrade; one more BP increase in tanks (+2) total if this is applied = 5 (turns required for upgrade = 15) Economic Upgrades; Regular Economic Upgrade; +1 one turn, you get 10 turns now (turns required for upgrade = 5) Naval Technology Submarines; useful for destroying battleships and destroyers, need 10 turns to research and one (1) turn to build them. Destroyers; useful for patrol or defending ports, need 12 turns to research and two (2) turns to build them. Battleships; useful for raids, offensive missions, need 15 turns to research and three (3) turns to build them. Credits - Napoleon Bonaparte Abridged by - John Marston
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Post by John Marston on Mar 30, 2021 1:44:41 GMT
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Post by John Marston on Mar 30, 2021 1:44:58 GMT
Rules- 1. Free numbers of actions inside your borders (this is to say: setting up governments, making speeches, fortifying, condemning others, making general plans and sending plans/offers to other players) 2. The province system of countries will be maintained and one can only move into one province at a time( I can move into several at a time but only 1 province deep) 3. No spamming of the following : revolts, insults, religious hatred, personal attacks ect... continuing to do these things could result with discussion with the Execs 4. An updated map should be made every 10/20 pages or so, dependant of the condition of the RP by one of the Execs. Because of this, maps will have to be made with MapChart uniquely to make sure it all fits together 5. Neutral countries can be invaded after 10 pages of the RP have passed (dependant of the RP) 6. Half of your army will join rebels and will be controlled by one of opposing coalition's player. 1/5 is in case of Russian Revolution where only 1/5 army will join whites. Alliance departure is allowed but not during a war to join the enemy side. (This could depend of the RP) Credits - Don Quixote de la Mancha Note - I changed Rule number 6 (alliance stabbing)
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Post by Deleted on Mar 30, 2021 2:02:24 GMT
Debate or questioning should be done in 'tw5 signup and data' thread, this thread will only include conclusions.
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Post by John Marston on Mar 30, 2021 2:36:29 GMT
Please post anything here if I have missed something or you add something
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Post by John Marston on Mar 31, 2021 2:41:37 GMT
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Post by John Marston on Mar 31, 2021 2:43:59 GMT
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Post by Don Quixote de la Mancha on Mar 31, 2021 2:45:21 GMT
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Post by John Marston on Mar 31, 2021 2:47:20 GMT
Maybe Darth Vader could join the triple alliance. Russia is waiting The Supreme Ruler
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Post by John Marston on Mar 31, 2021 12:16:31 GMT
Yes! Finally I decoded the casualties formula.
It is 30-x*5, where x = your dice value - 4 Example - I play as Germany, whose bp (battle power) for example = 15. I rolled 9.
=> 30-5*5 (since 9-4 = 5) Hence my casualties are 30-25= -5% of 15 = -0.75
So final bp = 15-0.75 = 14.25.
If suppose I rolled 2, then- 30-(-2)*5 = 30+10 = 40% of bp => 40% of 15 - 15 =15 - 6 = 9
Take your time. Read this carefully and understand it.
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Post by John Marston on Mar 31, 2021 12:19:31 GMT
For conquering a province, roll 7 or more to conquer them. Charles Huntziger, Don Quixote de la Mancha, I say that the starting army must be 0 and we must mobilize our army. It would represent an irl mobilization. What do you say?
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Post by Port on Mar 31, 2021 12:55:20 GMT
For conquering a province, roll 7 or more to conquer them. Charles Huntziger , Don Quixote de la Mancha , I say that the starting army must be 0 and we must mobilize our army. It would represent an irl mobilization. What do you say? No standing army should be 1/2 to represent peacetime armies. Germany should have a 8 though in the beginning of war to represent a militaristic state.
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Post by John Marston on Mar 31, 2021 12:57:24 GMT
For conquering a province, roll 7 or more to conquer them. Charles Huntziger , Don Quixote de la Mancha , I say that the starting army must be 0 and we must mobilize our army. It would represent an irl mobilization. What do you say? No standing army should be 1/2 to represent peacetime armies. Germany should have a 8 though in the beginning of war to represent a militaristic state. Oh good point. Also Isoroku Yamamoto, you said you would play this RP. Which country will you choose?
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Post by Deleted on Mar 31, 2021 14:21:41 GMT
For conquering a province, roll 7 or more to conquer them. Charles Huntziger, Don Quixote de la Mancha, I say that the starting army must be 0 and we must mobilize our army. It would represent an irl mobilization. What do you say? No , both the attacker and defender will roll and whoever gets higher value will be successful.
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