Post by NetherFreek on Jun 16, 2016 18:07:11 GMT
Dear future TW-players,
In this tutorial, im going to explain the basics of how to play a tw, but first a short introduction:
The TWs (acronym of Theoretical wars) are roleplays were each player controls a country in a set era. For example you choose Belgium in WW2 (era).
Every phase the players have turns (actions). You can use these turns to recrute your army, research technology or attacking other countries/players.
So lets say your Belgium and you have 5 turns. Your phase could look like this:
1-2 research random tech
3-5 recrute X infantery
Get it? (If not, feel free to ask)
Now we go more in-depth.
To start with the claiming, because you cant play the war without a country. But how do you claim a country?
You claim a country in the country claiming thread. Typically before a new war starts, there is a country claiming thread. In this thread you can claim the countries that are available. So you can say: "I claim Belgium". And then you play as Belgium.
Note that a country can only be claimed by one person. So be quick because otherwise your favorite country may have been claimed already.
So now you have claimed a country, how many turns do you have?
This differs every war. The amount of turns you have each phase is written in the rule thread.
What can you do with your turns?
This differs with each wars. There are basically 3 subgroups: battling, researching, recruting
Researching
You can research in the wars! Available researchs in the wars are written in the tech thread of the war. What they research and the amount of turns it needs is written there as well. There are some techs that are comming back in each war:
1. Storage tech
Uselly, a tw has storage. So lets say the beginning storage is 10. It means that you can store 10 units per province you have. (The amount of provinces you have is being showed in the map thread).
With storage tech you can extend your storage. So for an example:
Silo, improve your storage by 5 (6 turns).
It means your storage after researching is 15 instead of 10. You can store 5 more units per province. It needs 6 turns to research this tech.
2. Economy tech
As i said, tws will have turns. But you can extend your turns by economy tech. So:
Basic econony, gain 1 extra turn (8 turns).
This means you gain 1 extra turn each phase. This tech needs 8 turns to research.
3. BP tech
Your units have BP (battlepower). It means how strong a unit is. So lets say a unit has 2 bp, and another unit has 3 bp. The unit of 3bp is stronger and more likely to win. You can extend your units bp due techs:
Riffle modifications, your infantery units gain 1 more BP (7 turns)
This means that when you recrute infantery after researching this tech, they have 1 bp more. It needs 7 turns to research.
Recruting
Anothee way to use your turns is due recruting. With recruting you recrute units. Its province based. So if you have 3 provinces showed on the map you can recrute 3 infantery each turn.
The infantery have BP and need storage. So lets say they have 2 BP and need 1 storage. After recruting 1 turn, they have 6 BP and need 3 storage. Since you have 3 provinces in this example. By researching you can extend storage and let them have more BP.
Battling
For battles you need your BP (battlepower). You attack with your BP against your enemies BP. You need to state your and your enemy BP before the battle. You also need to state your BP after each phase so the other players know how strong you are.
*Cant be filled in yet since the battle system is currently debated*
In this tutorial, im going to explain the basics of how to play a tw, but first a short introduction:
The TWs (acronym of Theoretical wars) are roleplays were each player controls a country in a set era. For example you choose Belgium in WW2 (era).
Every phase the players have turns (actions). You can use these turns to recrute your army, research technology or attacking other countries/players.
So lets say your Belgium and you have 5 turns. Your phase could look like this:
1-2 research random tech
3-5 recrute X infantery
Get it? (If not, feel free to ask)
Now we go more in-depth.
To start with the claiming, because you cant play the war without a country. But how do you claim a country?
You claim a country in the country claiming thread. Typically before a new war starts, there is a country claiming thread. In this thread you can claim the countries that are available. So you can say: "I claim Belgium". And then you play as Belgium.
Note that a country can only be claimed by one person. So be quick because otherwise your favorite country may have been claimed already.
So now you have claimed a country, how many turns do you have?
This differs every war. The amount of turns you have each phase is written in the rule thread.
What can you do with your turns?
This differs with each wars. There are basically 3 subgroups: battling, researching, recruting
Researching
You can research in the wars! Available researchs in the wars are written in the tech thread of the war. What they research and the amount of turns it needs is written there as well. There are some techs that are comming back in each war:
1. Storage tech
Uselly, a tw has storage. So lets say the beginning storage is 10. It means that you can store 10 units per province you have. (The amount of provinces you have is being showed in the map thread).
With storage tech you can extend your storage. So for an example:
Silo, improve your storage by 5 (6 turns).
It means your storage after researching is 15 instead of 10. You can store 5 more units per province. It needs 6 turns to research this tech.
2. Economy tech
As i said, tws will have turns. But you can extend your turns by economy tech. So:
Basic econony, gain 1 extra turn (8 turns).
This means you gain 1 extra turn each phase. This tech needs 8 turns to research.
3. BP tech
Your units have BP (battlepower). It means how strong a unit is. So lets say a unit has 2 bp, and another unit has 3 bp. The unit of 3bp is stronger and more likely to win. You can extend your units bp due techs:
Riffle modifications, your infantery units gain 1 more BP (7 turns)
This means that when you recrute infantery after researching this tech, they have 1 bp more. It needs 7 turns to research.
Recruting
Anothee way to use your turns is due recruting. With recruting you recrute units. Its province based. So if you have 3 provinces showed on the map you can recrute 3 infantery each turn.
The infantery have BP and need storage. So lets say they have 2 BP and need 1 storage. After recruting 1 turn, they have 6 BP and need 3 storage. Since you have 3 provinces in this example. By researching you can extend storage and let them have more BP.
Battling
For battles you need your BP (battlepower). You attack with your BP against your enemies BP. You need to state your and your enemy BP before the battle. You also need to state your BP after each phase so the other players know how strong you are.
*Cant be filled in yet since the battle system is currently debated*