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Post by Mountbatten on Jan 28, 2016 18:26:54 GMT
Basic:
1) I am the leader of this war. So if I want somebody to change their turns, I expect them to change it.
2) Be nice. Remember that these countries aren't controlled by bots. They are controlled by humans, who have feelings just like you do.
3) All dice rolls have a minimum of 5, no matter how many advantages you have. The base number is 7.
4) Team chats are allowed (and highly recommended) unless you are a neutral because you won't have a team at the start.
5) No betraying people in your alliance. This goes for neutrals who join a side as well. If there is one thing that is a plague on these wars, it's betrayal.
6) If you miss a phase, alright. You can do two next time. HOWEVER, if you miss more than 1 phase, you can't do your turns later. It's very annoying to be destroying a country who suddenly comes back and has 35 turns to work with.
7) If you need me for something, tag me. Don't just post and assume I will see it because these wars grow 5 pages at a time.
Don't post on this thread until I have all of the rules put in.
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Post by Mountbatten on Jan 28, 2016 18:34:30 GMT
How to win/lose and Alliances: 1) If all of the player controlled countries in an alliance are defeated, the alliance is defeated. You can attack non player controlled countries (not neutrals) but EVERY dice roll will require an 8 or higher. I don't want every single country being overrun because it isn't controlled. 2) The way to win is obviously to eliminate all alliances besides your own. 3) Your troops cannot pass through your allies land. You can lend your allies units, but cannot go through them to attack somebody. An exception is if your ally spends one of their turns to allow you passage. 4) speaking of turns, you start with 6. I like the tech that increases turns, so expect that. 5) General William T. Sherman there should be events that affect whole alliances not just one country. This can be good or bad.
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Post by NetherFreek on Jan 28, 2016 18:37:14 GMT
i got one tip for you:
don't create many types of troops, like it cost 1 turn to make a cavalry and a infanterie, but who's stronger? it just makes things confusing so i will go only for three troops: infantery (weak), naval, special forces/tanks (strong, research required)
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Post by Mountbatten on Jan 28, 2016 18:37:31 GMT
Neutrals:
1) Enemies cannot attack you unless they declare war 2 phases before they attack.
2) To join a side, you must declare that you will join them 2 phases before you do.
3) Neutrals start out with 5 turns instead of 6.
4) Neutrals can attack other neutrals without declaring war first. This is taken away if the neutral joins a side.
5) I'm hoping to have a tech tree section just for neutrals. We'll see how creative I can get.
EDIT: All neutrals will be required to join a side before a certain phase. It won't be super early so don't worry top much. But it will happen.
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Post by Mountbatten on Jan 28, 2016 18:44:10 GMT
Troops:
1) Troop space is still a thing. The leaders of alliances have 40 troop space at the start. Other countries in the alliance has 30. Neutrals have 20. There will be tech to change this.
2) Normal armies are the basic fighting power. There will be tech to increase their power. 1 turn to build, everybody has access to them at phase 1. 1 battle power each. They also take 1 troop space.
3) Tanks. There will be a tech to unlock these. At a certain phase, everybody will unlock tanks. It will not be early, so don't disregard the tech either. 1 turn to build, 2 battle power, 2 troop space.
4) Navy. There will just be one. Battleships. Each one takes 3 turns to build, and can only help you against coastal cities and naval battles (duh). They have 5 battle power each. They each take up 3 troop space. Their turn cost will eventually be reduced.
5) No air units. I think it will become too cheesy if we have bombers and stuff.
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Post by Mountbatten on Jan 28, 2016 18:45:30 GMT
I feel like I'm missing something. Oh well.
If you have questions, feel free to ask them here.
Note: The war has not started, this is just the rules.
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Post by NetherFreek on Jan 28, 2016 18:47:32 GMT
i like the fact that you don't have much troop space so you will be more triggered to actually fight against eachother
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Post by Mountbatten on Jan 28, 2016 18:48:33 GMT
Oh I have a good idea.
Due to low unit variety, there will be unit specializations. So you can either take rocket tanks or flamer tanks with combat advantages on both. Same with infantry and navy. Sound cool?
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Post by NetherFreek on Jan 28, 2016 18:51:07 GMT
for tech I will reccomend these: NOTE, MOUNTBATTEN CHOOSE THIS, THESE ARE NOT THE TECHS THAT WILL BE AVAILABLE IN THE WAR! 1. advanced tanks: (10 turns, because it's a powerfull tech) tanks get 1 extra battle power, so a total of 3 2. economic influence: (6 turns, never change a winning team ) you get 1 additional turn 3. royal grainsilo (4 turns, again, a great good old tech) +5 army space
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Post by NetherFreek on Jan 28, 2016 18:51:26 GMT
Oh I have a good idea. Due to low unit variety, there will be unit specializations. So you can either take rocket tanks or flamer tanks with combat advantages on both. Same with infantry and navy. Sound cool? lol, you thought the same thing as i did
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Post by NetherFreek on Jan 28, 2016 18:51:59 GMT
i'd love to see the tech in a tree, so you can't start developing all techs from the start, but for some techs, you got to research another one first
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Post by Mountbatten on Jan 28, 2016 18:52:11 GMT
NetherFreek does economic influence do the same thing as last war?
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Post by Mountbatten on Jan 28, 2016 18:53:21 GMT
i'd love to see the tech in a tree, so you can't start developing all techs from the start, but for some techs, you got to research another one first I'm having Władysław Anders create me an official tech tree with tech that I made. There will be branches, so not everything on the tech tree can be researched. If you choose one unit specialization, the other one will be locked. FOREVER. Maybe not. I will decide.
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Post by NetherFreek on Jan 28, 2016 18:55:32 GMT
4. flamer tanks (7 turns)
when attacking, you gain +1 battle power (for each tank)
5. panzer tank (7 turns)
when defending, you gain +1 battle power (for each tank)
6. Fortress (5 turns to research, 3 to build one)
you gain +5 defense (battle power) in the province you've buid the fortress
7. commando (10 turns to research)
your infanteries get +1 battle power
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Post by NetherFreek on Jan 28, 2016 18:55:58 GMT
NetherFreek does economic influence do the same thing as last war? yes
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