Post by Napoleon Bonaparte on Mar 27, 2016 7:07:17 GMT
Ok so here are the rules for this war
Disclaimer: The basic framework of the rules of the RP boards are listed by General William T. Sherman in the thread about the theo wars, please read them as well
Rules:
2) Team chat must be done in a separate messaging thread, and your allies must know about your next move.
3) supplying an ally; if you see an ally of yours being short on men/machinery or if he requests you for some assistance then you can supply them at least 3 infantries or 1 armored division per round.
Supplying Allies via Navy.
You can send your ally a backup of two submarines or one destroyer per turn.
A battleship can be sent as backup once per two rounds.
4) Turns; the USA and the USSR have a maximum of ten (10) turns after complete research, everyone else has 9 (max).
5) Leaving the war; you cannot desert your allies in the middle of the war, if you have any real life problem please write a message to either me, Péron or Portales or if you want everyone to know you can still write it on the war thread (like in the previous war half the members deserted in less then five rounds from the start without even telling their allies).
6) the role of the UNO; whatever the topic is,if it is agreed upon by the members of the UNO (including me, Péron and Portales) then it is to be considered as the final word, though in some cases we might give the right of objection but usually whatever the UNO agrees upon is the final word.
7)SR’s (Sponsored Rebellions);
Enemies can sponsor rebellions in another country, this technology will be directly given to the USSR and the USA (being the leaders of their respective groups) since the start of the war BUT they will be only able to use it once per three rounds and the first usage will commence from the tenth round of the war, i.e. when the war reaches ten days since its start (when things get a bit stable and countries get used to the environment, especially the newer members).
Example:
The PRC has researched the technology SR, now it uses the rebellion on an enemy country, example Australia, now promptly rebels will come to power in a major city of that country (NOT THE CAPITAL) (example Sydney), now if the rebles aren't stopped they will take over another major city in the country in the next round (example Brisbane) and IF, the rebels aren't stopped even now, the rebels will take over the capital (in this case being Canberra) and will proclaim a new country (The Socialist Republic of Australia in this case) which is why you have to tackle them carefully, how to tackle is written in the next rule.
Also after a new country has been proclaimed the old country and its countrymen will continue to struggle for the unification and restoration of the government system of the previous country.
Like in the Australian example, the NATO Australia will continue to struggle against the communist Australia and will play minor role in the international politics (due to it being divided now)
a country can only use the garrison in once per five rounds, a country which has been affected by an SR CANNOT be SR-ed in the next 7 rounds
In light of recent events this is being added, the next use of an SR will commence from 1954, any prior use of this technology will result in cancellation of the turn by that player, all current SR are reverted and players are given their turns back
CAP ON SR;
Currently everyone is going for the SR thing which means that there has to be a limit in this as well
Only two SR can be launched in a phase, one by the NATO side and one by the WTO side, you cannot retaliate to an SR by causing an SR instantly to the same player
9) The Garrison;
If your country is experiencing a revolution, and you want to suppress it then this technology comes into force, the garrison allows you to keep a maximum of five infantries or three armored divisions in the country no matter what (you cannot take out units from the garrison), then the garrison will release the units and these units will fight and suppress the rebels (keep in mind that the rebels are ARMED and possess weapons just like your army does) the garrison wins if they take over the rebel city/cities. The UNO will provide men/machinery to the garrison
9) The WP; the USSR and the USA get one infantry upgrade, one armor upgrade, one economic upgrade and the revolution upgrade since the start (meaning that you don't have to research the beginning upgrades, they come pre upgraded) but this doesn't mean that the USSR and the USA can do the "business" since the start, you have to wait for your allies to catch up (by researching the afore mentioned tech), the wait period will remain for four rounds (four days), you can consider the WP (Wait Period) as a time of peace, when countries can research and develop themselves before declaring war. In simple words, its the time in which the USSR and the USA wait for their allies to catch up by researching the starting techs (duration being four rounds).
10) Declaration of War; this is necessary and doesn't require any turns, you have to declare war on an enemy country before going to war, the reason to add this is to avoid salt.
11) Country Selections; you can select three countries per person, but they need to be fair and balanced
Example, I take the USA, now I have two more countries left to be taken, so I can go for Liberia and Panama, in this way I can easily avoid the over powered stuff and make in to the war. Credits to Diego Portales for this example BTW.
12) Winning; if the US capital (Washington DC) or the Russian capital ( Moscow ) are taken by the opposite side then the opposition wins
Like if the NATO took Moscow then NATO wins.
13) Dice roll for Moscow and Washington DC should be 11-12, as these capitals are decisive.
14) Power-Modding Power modding is completely unacceptable in this war, for those who don't know, power modding means to predict a move of the enemy side and using it as a mean to attack his country (we have had this lately)
Example
Players A and B have a war going on, now if player A tends to attack player B by false accusations as well other methods (calling to treaty and attacking when seeing the belligerents haven't responded) and then winning the battle
This will no longer be tolerated by anyone, pre-emptive strike is one thing, Power-Modding, also known as God-Modding is another.
Travelling via sea;
North Sea (including English Channel) - cost 1,
North Atlantic - cost 1,
South Atlantic - cost 1,
Indian Ocean - cost 1,
Red Sea - cost 1,
Persian gulf - cost 1,
Pacific Ocean - cost 2,
Sea of Japan (including Sea of East China, Sea of Okhostok) - cost 1,
Oceania area (include the various seas from South China Sea to Timor Sea to Coral Sea) - cost 1,
Mediterranean Sea - cost 1
Black Sea - cost 1
Caribbean Sea (including Gulf of Mexico ofc) - cost 1
Disclaimer: The basic framework of the rules of the RP boards are listed by General William T. Sherman in the thread about the theo wars, please read them as well
Rules:
1) Taking the capital no silly stuff like taking the capital in less than three turns (no matter what, you can siege the city by surrounding it from multiple sides but you can't take it in one turn, though, if the country has been in turmoil and has been fighting for long then can the capital be taken by informing me, Péron, and Portales)
2) Team chat must be done in a separate messaging thread, and your allies must know about your next move.
3) supplying an ally; if you see an ally of yours being short on men/machinery or if he requests you for some assistance then you can supply them at least 3 infantries or 1 armored division per round.
Supplying Allies via Navy.
You can send your ally a backup of two submarines or one destroyer per turn.
A battleship can be sent as backup once per two rounds.
4) Turns; the USA and the USSR have a maximum of ten (10) turns after complete research, everyone else has 9 (max).
5) Leaving the war; you cannot desert your allies in the middle of the war, if you have any real life problem please write a message to either me, Péron or Portales or if you want everyone to know you can still write it on the war thread (like in the previous war half the members deserted in less then five rounds from the start without even telling their allies).
6) the role of the UNO; whatever the topic is,if it is agreed upon by the members of the UNO (including me, Péron and Portales) then it is to be considered as the final word, though in some cases we might give the right of objection but usually whatever the UNO agrees upon is the final word.
7)SR’s (Sponsored Rebellions);
Enemies can sponsor rebellions in another country, this technology will be directly given to the USSR and the USA (being the leaders of their respective groups) since the start of the war BUT they will be only able to use it once per three rounds and the first usage will commence from the tenth round of the war, i.e. when the war reaches ten days since its start (when things get a bit stable and countries get used to the environment, especially the newer members).
Example:
The PRC has researched the technology SR, now it uses the rebellion on an enemy country, example Australia, now promptly rebels will come to power in a major city of that country (NOT THE CAPITAL) (example Sydney), now if the rebles aren't stopped they will take over another major city in the country in the next round (example Brisbane) and IF, the rebels aren't stopped even now, the rebels will take over the capital (in this case being Canberra) and will proclaim a new country (The Socialist Republic of Australia in this case) which is why you have to tackle them carefully, how to tackle is written in the next rule.
Also after a new country has been proclaimed the old country and its countrymen will continue to struggle for the unification and restoration of the government system of the previous country.
Like in the Australian example, the NATO Australia will continue to struggle against the communist Australia and will play minor role in the international politics (due to it being divided now)
a country can only use the garrison in once per five rounds, a country which has been affected by an SR CANNOT be SR-ed in the next 7 rounds
In light of recent events this is being added, the next use of an SR will commence from 1954, any prior use of this technology will result in cancellation of the turn by that player, all current SR are reverted and players are given their turns back
CAP ON SR;
Currently everyone is going for the SR thing which means that there has to be a limit in this as well
Only two SR can be launched in a phase, one by the NATO side and one by the WTO side, you cannot retaliate to an SR by causing an SR instantly to the same player
9) The Garrison;
If your country is experiencing a revolution, and you want to suppress it then this technology comes into force, the garrison allows you to keep a maximum of five infantries or three armored divisions in the country no matter what (you cannot take out units from the garrison), then the garrison will release the units and these units will fight and suppress the rebels (keep in mind that the rebels are ARMED and possess weapons just like your army does) the garrison wins if they take over the rebel city/cities. The UNO will provide men/machinery to the garrison
9) The WP; the USSR and the USA get one infantry upgrade, one armor upgrade, one economic upgrade and the revolution upgrade since the start (meaning that you don't have to research the beginning upgrades, they come pre upgraded) but this doesn't mean that the USSR and the USA can do the "business" since the start, you have to wait for your allies to catch up (by researching the afore mentioned tech), the wait period will remain for four rounds (four days), you can consider the WP (Wait Period) as a time of peace, when countries can research and develop themselves before declaring war. In simple words, its the time in which the USSR and the USA wait for their allies to catch up by researching the starting techs (duration being four rounds).
10) Declaration of War; this is necessary and doesn't require any turns, you have to declare war on an enemy country before going to war, the reason to add this is to avoid salt.
11) Country Selections; you can select three countries per person, but they need to be fair and balanced
Example, I take the USA, now I have two more countries left to be taken, so I can go for Liberia and Panama, in this way I can easily avoid the over powered stuff and make in to the war. Credits to Diego Portales for this example BTW.
12) Winning; if the US capital (Washington DC) or the Russian capital ( Moscow ) are taken by the opposite side then the opposition wins
Like if the NATO took Moscow then NATO wins.
13) Dice roll for Moscow and Washington DC should be 11-12, as these capitals are decisive.
14) Power-Modding Power modding is completely unacceptable in this war, for those who don't know, power modding means to predict a move of the enemy side and using it as a mean to attack his country (we have had this lately)
Example
Players A and B have a war going on, now if player A tends to attack player B by false accusations as well other methods (calling to treaty and attacking when seeing the belligerents haven't responded) and then winning the battle
This will no longer be tolerated by anyone, pre-emptive strike is one thing, Power-Modding, also known as God-Modding is another.
Travelling via sea;
North Sea (including English Channel) - cost 1,
North Atlantic - cost 1,
South Atlantic - cost 1,
Indian Ocean - cost 1,
Red Sea - cost 1,
Persian gulf - cost 1,
Pacific Ocean - cost 2,
Sea of Japan (including Sea of East China, Sea of Okhostok) - cost 1,
Oceania area (include the various seas from South China Sea to Timor Sea to Coral Sea) - cost 1,
Mediterranean Sea - cost 1
Black Sea - cost 1
Caribbean Sea (including Gulf of Mexico ofc) - cost 1