Below are the basic rules of the game. GAME OVERVIEW This is a wargame that will take place over an extended period of time. Everyone will start on the same foot, in a sort of feudal Dark-Age state. As you progress through the wargame (by conquering territories, gaining ADVANCEMENTS, or creating new IDEOLOGIES, etc.) the war will become increasingly advanced. This game is split into rounds. Each round consists of 3 turns. Each turn, every nation will input what actions they wish to take, and draw on the map to show the action. At the end of each turn, the map will be updated with the results of everyone's actions. Each nation's STATS will also be updated. At the end of every round there is a ROUND-SHIFT. During this phase, every nation will be put through a random event (based on each nation's SENTIMENT, or how well they've taken care of the people of their nation). After the event occurs, the next round will begin. STATS In this game there are 3 major stats (more may be added over time). These are MANPOWER, RESOURCES, and SENTIMENT. Each nation begins with 1 ARMY. If an island nation, this army is a NAVAL ARMY. Accordingly, each nation has at least a MANPOWER of 1 (by default). MANPOWER MANPOWER is measured in how effectively you can kick the other players’ shit in. MANPOWER is based primarily on how many armies you have, and is mainly increased by recruiting people from territories you have laid claim to. Gaining new weaponry (through ADVANCEMENTS), is also a way to gain MANPOWER. MANPOWER is also divided up amongst your armies. For instance, in a nation with a MANPOWER of 2, but with only 1 army, that army would have a MANPOWER of 2. If they were to have 2 armies, then each army would have a MANPOWER of 1. If you were to have 3 armies, but only 2 MANPOWER, then each army would have 1.5 MANPOWER. Excess MANPOWER can also be used to create armies (1 MANPOWER can be converted to an army). You can also DECOMMISSION an army to put excess MANPOWER elsewhere. So if you had 4 MANPOWER and four armies (each with a MANPOWER of 1), then you could DECOMMISSION two armies to have two MANPOWER 2 armies. The death or INCORPORATION of one of your armies means that you lose all MANPOWER invested into that army. RESOURCES: The fuel behind your nation. What you produce, both for TRADE and for your people. To gain RESOURCES, you build Farms, Production Centers, etc. which will in turn produce a certain amount of RESOURCES each round. Since it is assumed every nation starts in kind of a rudimentary state, RESOURCES are (for now) also used in place of currency. Steady resource production is necessary to keep your armies (and nation) afloat. SENTIMENT The zeitgeist of your nation. A high SENTIMENT means a cooperative, strong people, who are faithful to their nation. A low SENTIMENT might provoke mutiny, racial tensions, and even disobedience from your generals. The major gameplay element corresponding to SENTIMENT is the aforementioned ROUND-SHIFT. SENTIMENT is less of a tightly-managed stat than the others, and is mostly vibes-based. If you maintain your nation, secure wealth and expand your territory, chances are your SENTIMENT is alright. Losing a major territorial strife, ceding land, losing MANPOWER, and mismanaging your nation are all things that will lower your country's SENTIMENT. ACTIONS Each ARMY has one action. Taking an action requires editing the map to show your action (usually shown by drawing an arrow or somesuch), along with a written description of it. After negotiations for the ROUND have ended, yours truly will hash the results into the overall map. Below are the possible actions. - Invasion action - Attempt to conquer a territory. If unopposed, then you automatically move to that territory. If other armies of other nations are trying to take that same territory, then only the army with the highest MANPOWER can take it. Regardless of how you take the territory, you must stay on the territory for another turn to INCORPORATE it into your nation. If, say, multiple armies attempting to take the territory have equal MANPOWER, they can either leave it as a draw, or enter into BORDER NEGOTIATIONS. - Recruitment action - Requires gaining access to new territory. Results will be more or less successful depending on exactly how much territory was gained. A successful recruitment gains you 1 MANPOWER, which you can then use to form an ARMY with. The type of army is up to your discretion, but NAVAL ARMIES can only be formed on coastal territory (islands count). - Trade action - Requires connection to a TRADE ROUTE, or (for an army) direct contact with a city or other army. The receiving party (the nation to which the other city/army belongs to) must consent to trade, as well – but does not have to use their action to be part of the trade. The exact terms of the trade are determined by both participants. - Movement action - Move to another location on the map. Movements expend RESOURCES, roughly 120 pixels of movement = 1 RESOURCE. If another nation's armies (with higher MANPOWER) are also moving into the same area, only the army/ies with the higher MANPOWER will be able to move to that location. There are multiple different types of Movement actions (convoys, assistance, etc). These will be explained in a later section. - Construction action - Build a city, supply center, structure, etc. on land you have INCORPORATED. Takes a turn, and uses a certain number of RESOURCES. Rules for different structures are in a later section. Additionally, as part of this action, you can mark a city as your CAPITAL. - Ideological/Technological action - The Holy Grail of actions. Takes 2 turns to complete. Ideological (Ex: “I convert my nation to Maoism”) or technological (Ex: “My nation attempts to invent gunpowder). In the case of a technological advancement, armies can only gain the ADVANCEMENT’s benefits if they return to their nation. Often, creating an Ideology is a separate action from enforcing it. After creating an IDEOLOGY or ADVANCEMENT, knowledge of it can be shared with other nations. Elaboration in later section. INVASION/CLAIMING A TERRITORY An Invasion action is pretty straightforward – it functions exactly as a Movement action does, but with the intent to CLAIM the land that you are moving to. When you are the only nation attempting to Invade a certain area of land, you succeed automatically, and must then manage to stay on that land for another turn to INCORPORATE it into your nation. When other nations are also attempting to Invade that land, then things become more complicated. From then on out, it depends entirely on MANPOWER. Just like a Movement action, when multiple nations attempt to Invade land, the one with the most MANPOWER is able to take it. For instance, if an army with a MANPOWER of 2 attempts to take a certain territory, it would take two MANPOWER 1 armies to stop that army from succeeding its invasion of the territory (and three MANPOWER 1 armies to take it). If multiple countries attempt to take the same area of land, and their armies put forth for invasion are all equally matched, then they can either: - Accept it as a draw and wait for the next turn. - Enter into BORDER NEGOTIATIONS with one another (by editing the map). These negotiations can only end when all participants are satisfied. This doesn’t require an action in game, and requires discussion between participants on the forum. To actually INCORPORATE the land into your nation, your army must stay on it for another turn. When you INCORPORATE the cities of a nation, you gain access to any Advancements/Ideologies they have developed, if you didn’t already. You also gain their RESOURCES. RETREATING If you (through a successful Invasion action) force an army out of land it is stationed on, it is forced to RETREAT. This functions similarly to a movement action, but you can only make . If surrounded, or unable to afford any moment (due to not having enough resources), then the army is at your mercy. You (as the conquering army) can make one of two decisions: - Kill off the enemy armies (allowing the conqueror to take the territory without any future opposition), but losing any chance to take advantage of enemy MANPOWER. Requires an Invasion action. - Or INCORPORATE the enemy armies. Requires a Recruitment action. This allows the original player of the conquered nation to maintain control over their armies, but forces them to cede their resources and advancements to their conqueror. This allows the conquering nation to gain the MANPOWER of the conquered nation. The conquered armies will (for statistic purposes) be assumed to be the armies of the conquering nation, and MANPOWER will be divided accordingly. This does, however, open up the possibility of the conquered player using their armies to ultimately betray/escape their conqueror. By INCORPORATING the conquered nation the conquering nation will also suffer a decrease in their SENTIMENT. TRADE ROUTES/SUPPLY CENTERS To make a Trade action, a city must have access to a TRADE ROUTE connecting to the city they’re going to trade with. An army must have direct contact with the city/army they plan to trade with. A TRADE ROUTE is composed of a line of SUPPLY CENTERS that connect one city to another. You will have to build these. A Trade is defined by the terms of both parties, and doesn’t strictly correlate to numbers of RESOURCES. Besides RESOURCES, Ideologies and Advancements can also be traded. For instance, one nation might trade to learn another nation’s gunpowder Advancement, or their capitalist Ideology. CONSTRUCTION Below are the structures a nation can build. Each structure requires a certain amount of RESOURCES to build. As the game progresses, new structures might be added to this list.
- Supply Center: Crucial for TRADE. Links with other supply centers to create TRADE ROUTES. [COST: 0.5 RESOURCE]
- Production Center: Coal mines, sweatshops, etc. Where you produce goods (type of goods up to player’s discretion). Each round gives a certain amount of RESOURCES (largely depends on what is being produced). Cost based on the value of goods being produced. [COST: VARIES]
- Farm: Each round, produces 1 RESOURCE. Managing Farms is necessary to maintain national SENTIMENT. Requires no cost to build. [Cost: N/A]
- City: Acts as a stationary army (cannot move, all actions must take place within the city/immediate vicinity). One action each turn, but cannot take an Invasion or Movement action. Additionally, cannot use a Construction action to build a city. Also act as the population centers of your nation, so taking care of cities is a good way to manage your nation's SENTIMENT. [Cost: 1 RESOURCE]
- CAPITAL City: Increases your nation’s MANPOWER by 1 upon being assigned as CAPITAL. Acts as a regular city, but once per round, can make a TRADE OFFER to any other city on the map, no matter how far (without the need for any TRADE ROUTES, either).
- Custom Structure: Designed at player’s discretion, mostly. Benefits/Stats determined by me. ADVANCEMENTS/IDEOLOGY
Assumed feudal dark ages. IDEOLOGY is how you personalize your nation and give it culture. It also allows you to have important effects on your nation and the world at large. For instance, while you can use an Ideology action to invent a clown-themed religion, you would need to use an Ideology action to kill all nonbelievers. These more important, hands-on actions will require military presence to enforce (Ex: “I will enforce a strict tax on anyone passing through my nation and its territory”). ADVANCEMENTS will allow you to rise above the competition. For instance, inventing gunpowder will allow you to beef up your armies (increasing MANPOWER), putting them at an advantage to everyone else. Armies will need to return to the city that invented that ADVANCEMENT to gain it. NAVAL ARMIES/CONVOYS Naval Armies have different movements, but ultimately fulfill the same functions as land-based armies. They can travel through the water, but the . Naval armies can s Territory can also be claimed in the OCEAN, but follows Invasion rules (whoever has the highest MANPOWER, etc). Generally speaking, though, rules for this influence TRADE more than anything. When in the water/near an army stationed along the coast, a NAVAL ARMY can use a Movement action to transport them to any nearby land, with the consent of the ARMY. This is called a CONVOY. If being convoyed to an occupied piece of land, then Invasion rules are in place (ARMY with the higher MANPOWER moves into the territory). If the convoyed army fails in its Invasion, then it stays with the NAVAL ARMY until it can successfully reach land. An army stuck like this functions as a City, but without the ability to perform a Construction action. A convoyed army, however, can take an Invasion action, and can attempt to conquer and INCORPORATE the NAVAL ARMY into its nation, but only after the Convoy action has already been agreed upon by both parties. ASSISTING When another army is attempting to Invade a territory (or make a Movement action onto it), your army can choose to Assist them. This is pretty straightforward – the MANPOWER of your army is added to that of the army you are Assisting, thereby giving them a better chance of successfully Invading/Moving. Naval armies can also Assist, but only into areas they have access to (Islands/Coastal territory). END OF RULES Now that you've read the rules, there's only one last thing I have left to ask of you before we can begin. Come up with, and draw, the LEADER of your country (yes, it can be a self insert). Not because it's necessary, moreso because it's fun.
go apeshit i guess
Below are the basic rules of the game. GAME OVERVIEW This is a wargame that will take place over an extended period of time.
go apeshit i guess
Below are the basic rules of the game. GAME OVERVIEW: This is a wargame that will take place over an extended period of time. Everyone will start on the same foot, in a sort of feudal Dark-Age state. As you progress through the wargame (by conquering territories, gaining ADVANCEMENTS, or creating new IDEOLOGIES, etc.) the war will become increasingly advanced. This game is split into rounds. Each round consists of 3 turns. Each turn, every nation will input what actions they wish to take, and draw on the map to show the action. At the end of each turn, the map will be updated with the results of everyone's actions. Each nation's STATS will also be updated. At the end of every round there is a ROUND-SHIFT. During this phase, every nation will be put through a random event (based on each nation's SENTIMENT, or how well they've taken care of the people of their nation). After the event occurs, the next round will begin. STATS: In this game there are 3 major stats (more may be added over time). These are MANPOWER, RESOURCES, and SENTIMENT. Each nation begins with 1 ARMY. If an island nation, this army is a NAVAL ARMY. Accordingly, each nation has at least a MANPOWER of 1 (by default). MANPOWER: MANPOWER is measured in how effectively you can kick the other players’ shit in. MANPOWER is based primarily on how many armies you have, and is mainly increased by recruiting people from territories you have laid claim to. Gaining new weaponry (through ADVANCEMENTS), is also a way to gain MANPOWER. MANPOWER is also divided up amongst your armies. For instance, in a nation with a MANPOWER of 2, but with only 1 army, that army would have a MANPOWER of 2. If they were to have 2 armies, then each army would have a MANPOWER of 1. If you were to have 3 armies, but only 2 MANPOWER, then each army would have 1.5 MANPOWER. Excess MANPOWER can also be used to create armies (1 MANPOWER can be converted to an army). You can also DECOMMISSION an army to put excess MANPOWER elsewhere. So if you had 4 MANPOWER and four armies (each with a MANPOWER of 1), then you could DECOMMISSION two armies to have two MANPOWER 2 armies. The death or INCORPORATION of one of your armies means that you lose all MANPOWER invested into that army. RESOURCES: The fuel behind your nation. What you produce, both for TRADE and for your people. To gain RESOURCES, you build Farms, Production Centers, etc. which will in turn produce a certain amount of RESOURCES each round. Since it is assumed every nation starts in kind of a rudimentary state, RESOURCES are (for now) also used in place of currency. Steady resource production is necessary to keep your armies (and nation) afloat. SENTIMENT: The zeitgeist of your nation. A high SENTIMENT means a cooperative, strong people, who are faithful to their nation. A low SENTIMENT might provoke mutiny, racial tensions, and even disobedience from your generals. The major gameplay element corresponding to SENTIMENT is the aforementioned ROUND-SHIFT. SENTIMENT is less of a tightly-managed stat than the others, and is mostly vibes-based. If you maintain your nation, secure wealth and expand your territory, chances are your SENTIMENT is alright. Losing a major territorial strife, ceding land, losing MANPOWER, and mismanaging your nation are all things that will lower your country's SENTIMENT. ACTIONS: Each ARMY has one action. Taking an action requires editing the map to show your action (usually shown by drawing an arrow or somesuch), along with a written description of it. After negotiations for the ROUND have ended, yours truly will hash the results into the overall map. Below are the possible actions. - Invasion action - Attempt to conquer a territory. If unopposed, then you automatically move to that territory. If other armies of other nations are trying to take that same territory, then only the army with the highest MANPOWER can take it. Regardless of how you take the territory, you must stay on the territory for another turn to INCORPORATE it into your nation. If, say, multiple armies attempting to take the territory have equal MANPOWER, they can either leave it as a draw, or enter into BORDER NEGOTIATIONS. - Recruitment action - Requires gaining access to new territory. Results will be more or less successful depending on exactly how much territory was gained. A successful recruitment gains you 1 MANPOWER, which you can then use to form an ARMY with. The type of army is up to your discretion, but NAVAL ARMIES can only be formed on coastal territory (islands count). - Trade action - Requires connection to a TRADE ROUTE, or (for an army) direct contact with a city or other army. The receiving party (the nation to which the other city/army belongs to) must consent to trade, as well – but does not have to use their action to be part of the trade. The exact terms of the trade are determined by both participants. - Movement action - Move to another location on the map. Movements expend RESOURCES, roughly 120 pixels of movement = 1 RESOURCE. If another nation's armies (with higher MANPOWER) are also moving into the same area, only the army/ies with the higher MANPOWER will be able to move to that location. There are multiple different types of Movement actions (convoys, assistance, etc). These will be explained in a later section. - Construction action - Build a city, supply center, structure, etc. on land you have INCORPORATED. Takes a turn, and uses a certain number of RESOURCES. Rules for different structures are in a later section. Additionally, as part of this action, you can mark a city as your CAPITAL. - Ideological/Technological action - The Holy Grail of actions. Takes 2 turns to complete. Ideological (Ex: “I convert my nation to Maoism”) or technological (Ex: “My nation attempts to invent gunpowder). In the case of a technological advancement, armies can only gain the ADVANCEMENT’s benefits if they return to their nation. Often, creating an Ideology is a separate action from enforcing it. After creating an IDEOLOGY or ADVANCEMENT, knowledge of it can be shared with other nations. Elaboration in later section. INVASION/CLAIMING A TERRITORY: An Invasion action is pretty straightforward – it functions exactly as a Movement action does, but with the intent to CLAIM the land that you are moving to. When you are the only nation attempting to Invade a certain area of land, you succeed automatically, and must then manage to stay on that land for another turn to INCORPORATE it into your nation. When other nations are also attempting to Invade that land, then things become more complicated. From then on out, it depends entirely on MANPOWER. Just like a Movement action, when multiple nations attempt to Invade land, the one with the most MANPOWER is able to take it. For instance, if an army with a MANPOWER of 2 attempts to take a certain territory, it would take two MANPOWER 1 armies to stop that army from succeeding its invasion of the territory (and three MANPOWER 1 armies to take it). If multiple countries attempt to take the same area of land, and their armies put forth for invasion are all equally matched, then they can either: - Accept it as a draw and wait for the next turn. - Enter into BORDER NEGOTIATIONS with one another (by editing the map). These negotiations can only end when all participants are satisfied. This doesn’t require an action in game, and requires discussion between participants on the forum. To actually INCORPORATE the land into your nation, your army must stay on it for another turn. When you INCORPORATE the cities of a nation, you gain access to any Advancements/Ideologies they have developed, if you didn’t already. You also gain their RESOURCES. RETREATING: If you (through a successful Invasion action) force an army out of land it is stationed on, it is forced to RETREAT. This functions similarly to a movement action, but you can only make . If surrounded, or unable to afford any moment (due to not having enough resources), then the army is at your mercy. You (as the conquering army) can make one of two decisions: - Kill off the enemy armies (allowing the conqueror to take the territory without any future opposition), but losing any chance to take advantage of enemy MANPOWER. Requires an Invasion action. - Or INCORPORATE the enemy armies. Requires a Recruitment action. This allows the original player of the conquered nation to maintain control over their armies, but forces them to cede their resources and advancements to their conqueror. This allows the conquering nation to gain the MANPOWER of the conquered nation. The conquered armies will (for statistic purposes) be assumed to be the armies of the conquering nation, and MANPOWER will be divided accordingly. This does, however, open up the possibility of the conquered player using their armies to ultimately betray/escape their conqueror. By INCORPORATING the conquered nation the conquering nation will also suffer a decrease in their SENTIMENT. TRADE ROUTES/SUPPLY CENTERS: To make a Trade action, a city must have access to a TRADE ROUTE connecting to the city they’re going to trade with. An army must have direct contact with the city/army they plan to trade with. A TRADE ROUTE is composed of a line of SUPPLY CENTERS that connect one city to another. You will have to build these. A Trade is defined by the terms of both parties, and doesn’t strictly correlate to numbers of RESOURCES. Besides RESOURCES, Ideologies and Advancements can also be traded. For instance, one nation might trade to learn another nation’s gunpowder Advancement, or their capitalist Ideology. CONSTRUCTION: Below are the structures a nation can build. Each structure requires a certain amount of RESOURCES to build. As the game progresses, new structures might be added to this list. - Supply Center: Crucial for TRADE. Links with other supply centers to create TRADE ROUTES. [COST: 0.5 RESOURCE] - Production Center: Coal mines, sweatshops, etc. Where you produce goods (type of goods up to player’s discretion). Each round gives a certain amount of RESOURCES (largely depends on what is being produced). Cost based on the value of goods being produced. [COST: VARIES] - Farm: Each round, produces 1 RESOURCE. Managing Farms is necessary to maintain national SENTIMENT. Requires no cost to build. [Cost: N/A] - City: Acts as a stationary army (cannot move, all actions must take place within the city/immediate vicinity). One action each turn, but cannot take an Invasion or Movement action. Additionally, cannot use a Construction action to build a city. Also act as the population centers of your nation, so taking care of cities is a good way to manage your nation's SENTIMENT. [Cost: 1 RESOURCE] - CAPITAL City: Increases your nation’s MANPOWER by 1 upon being assigned as CAPITAL. Acts as a regular city, but once per round, can make a TRADE OFFER to any other city on the map, no matter how far (without the need for any TRADE ROUTES, either). - Custom Structure: Designed at player’s discretion, mostly. Benefits/Stats determined by me. ADVANCEMENTS/IDEOLOGY: IDEOLOGY is how you personalize your nation and give it culture. It also allows you to have important effects on your nation and the world at large. For instance, while you can use an Ideology action to invent a clown-themed religion, you would need to use an Ideology action to kill all nonbelievers. These more important, hands-on actions will require military presence to enforce (Ex: “I will enforce a strict tax on anyone passing through my nation and its territory”). ADVANCEMENTS will allow you to rise above the competition. For instance, inventing gunpowder will allow you to beef up your armies (increasing MANPOWER), putting them at an advantage to everyone else. Armies will need to return to the city that invented that ADVANCEMENT to gain it. NAVAL ARMIES/CONVOYS: Naval Armies have different movements, but ultimately fulfill the same functions as land-based armies. They can travel through the water, and can also land/act on Islands and Coastal territory. Territory can also be claimed in the OCEAN, but follows Invasion rules (whoever has the highest MANPOWER, etc). Generally speaking, though, rules for this influence TRADE more than anything (Enemies might have trouble trying to trade in areas you have under your influence). When in the water/near an army stationed along the coast, a NAVAL ARMY can use a Movement action to transport them to any nearby land, with the consent of the ARMY. This is called a CONVOY. If being convoyed to an occupied piece of land, then Invasion rules are in place (ARMY with the higher MANPOWER moves into the territory). If the convoyed army fails in its Invasion, then it stays with the NAVAL ARMY until it can successfully reach land. An army stuck like this functions as a City, but without the ability to perform a Construction action. A convoyed army, however, can take an Invasion action, and can attempt to conquer and INCORPORATE the NAVAL ARMY into its nation, but only after the Convoy action has already been agreed upon by both parties. ASSISTING: When another army is attempting to Invade a territory (or make a Movement action onto it), your army can choose to Assist them. This is pretty straightforward – the MANPOWER of your army is added to that of the army you are Assisting, thereby giving them a better chance of successfully Invading/Moving. Naval armies can also Assist, but only into areas they have access to (Islands/Coastal territory). END OF RULES: Now that you've read the rules, there's only one last thing I have left to ask of you before we can begin. Come up with, and draw, the LEADER of your country (yes, it can be a self insert). Not because it's necessary, moreso because it's fun.
go apeshit i guess
Below are the basic rules of the game. GAME OVERVIEW: This is a wargame that will take place over an extended period of time. Everyone will start on the same foot, in a sort of feudal Dark-Age state. As you progress through the wargame (by conquering territories, gaining ADVANCEMENTS, or creating new IDEOLOGIES, etc.) the war will become increasingly advanced. This game is split into rounds. Each round consists of 3 turns. Each turn, every nation will input what actions they wish to take, and draw on the map to show the action. At the end of each turn, the map will be updated with the results of everyone's actions. Each nation's STATS will also be updated. At the end of every round there is a ROUND-SHIFT. During this phase, every nation will be put through a random event (based on each nation's SENTIMENT, or how well they've taken care of the people of their nation). After the event occurs, the next round will begin. STATS: In this game there are 3 major stats (more may be added over time). These are MANPOWER, RESOURCES, and SENTIMENT. Each nation begins with 1 ARMY. If an island nation, this army is a NAVAL ARMY. Accordingly, each nation has at least a MANPOWER of 1 (by default). MANPOWER: MANPOWER is measured in how effectively you can kick the other players’ shit in. MANPOWER is based primarily on how many armies you have, and is mainly increased by recruiting people from territories you have laid claim to. Gaining new weaponry (through ADVANCEMENTS), is also a way to gain MANPOWER. MANPOWER is also divided up amongst your armies. For instance, in a nation with a MANPOWER of 2, but with only 1 army, that army would have a MANPOWER of 2. If they were to have 2 armies, then each army would have a MANPOWER of 1. If you were to have 3 armies, but only 2 MANPOWER, then each army would have 1.5 MANPOWER. Excess MANPOWER can also be used to create armies (1 MANPOWER can be converted to an army). You can also DECOMMISSION an army to put excess MANPOWER elsewhere. So if you had 4 MANPOWER and four armies (each with a MANPOWER of 1), then you could DECOMMISSION two armies to have two MANPOWER 2 armies. The death or INCORPORATION of one of your armies means that you lose all MANPOWER invested into that army. RESOURCES: The fuel behind your nation. What you produce, both for TRADE and for your people. To gain RESOURCES, you build Farms, Production Centers, etc. which will in turn produce a certain amount of RESOURCES each round. Since it is assumed every nation starts in kind of a rudimentary state, RESOURCES are (for now) also used in place of currency. Steady resource production is necessary to keep your armies (and nation) afloat. SENTIMENT: The zeitgeist of your nation. A high SENTIMENT means a cooperative, strong people, who are faithful to their nation. A low SENTIMENT might provoke mutiny, racial tensions, and even disobedience from your generals. The major gameplay element corresponding to SENTIMENT is the aforementioned ROUND-SHIFT. SENTIMENT is less of a tightly-managed stat than the others, and is mostly vibes-based. If you maintain your nation, secure wealth and expand your territory, chances are your SENTIMENT is alright. Losing a major territorial strife, ceding land, losing MANPOWER, and mismanaging your nation are all things that will lower your country's SENTIMENT. ACTIONS: Each ARMY has one action. Taking an action requires editing the map to show your action (usually shown by drawing an arrow or somesuch), along with a written description of it. After negotiations for the ROUND have ended, yours truly will hash the results into the overall map. Below are the possible actions. - Invasion action - Attempt to conquer a territory. If unopposed, then you automatically move to that territory. If other armies of other nations are trying to take that same territory, then only the army with the highest MANPOWER can take it. Regardless of how you take the territory, you must stay on the territory for another turn to INCORPORATE it into your nation. If, say, multiple armies attempting to take the territory have equal MANPOWER, they can either leave it as a draw, or enter into BORDER NEGOTIATIONS. - Recruitment action - Requires gaining access to new territory. Results will be more or less successful depending on exactly how much territory was gained. A successful recruitment gains you 1 MANPOWER, which you can then use to form an ARMY with. The type of army is up to your discretion, but NAVAL ARMIES can only be formed on coastal territory (islands count). - Trade action - Requires connection to a TRADE ROUTE, or (for an army) direct contact with a city or other army. The receiving party (the nation to which the other city/army belongs to) must consent to trade, as well – but does not have to use their action to be part of the trade. The exact terms of the trade are determined by both participants. - Movement action - Move to another location on the map. Movements expend RESOURCES, roughly 120 pixels of movement = 1 RESOURCE. If another nation's armies (with higher MANPOWER) are also moving into the same area, only the army/ies with the higher MANPOWER will be able to move to that location. There are multiple different types of Movement actions (convoys, assistance, etc). These will be explained in a later section. - Construction action - Build a city, supply center, structure, etc. on land you have INCORPORATED. Takes a turn, and uses a certain number of RESOURCES. Rules for different structures are in a later section. Additionally, as part of this action, you can mark a city as your CAPITAL. - Ideological/Technological action - The Holy Grail of actions. Takes 2 turns to complete. Ideological (Ex: “I convert my nation to Maoism”) or technological (Ex: “My nation attempts to invent gunpowder). In the case of a technological advancement, armies can only gain the ADVANCEMENT’s benefits if they return to their nation. Often, creating an Ideology is a separate action from enforcing it. After creating an IDEOLOGY or ADVANCEMENT, knowledge of it can be shared with other nations. Elaboration in later section. INVASION/CLAIMING A TERRITORY: An Invasion action is pretty straightforward – it functions exactly as a Movement action does, but with the intent to CLAIM the land that you are moving to. When you are the only nation attempting to Invade a certain area of land, you succeed automatically, and must then manage to stay on that land for another turn to INCORPORATE it into your nation. When other nations are also attempting to Invade that land, then things become more complicated. From then on out, it depends entirely on MANPOWER. Just like a Movement action, when multiple nations attempt to Invade land, the one with the most MANPOWER is able to take it. For instance, if an army with a MANPOWER of 2 attempts to take a certain territory, it would take two MANPOWER 1 armies to stop that army from succeeding its invasion of the territory (and three MANPOWER 1 armies to take it). If multiple countries attempt to take the same area of land, and their armies put forth for invasion are all equally matched, then they can either: - Accept it as a draw and wait for the next turn. - Enter into BORDER NEGOTIATIONS with one another (by editing the map). These negotiations can only end when all participants are satisfied. This doesn’t require an action in game, and requires discussion between participants on the forum. To actually INCORPORATE the land into your nation, your army must stay on it for another turn. When you INCORPORATE the cities of a nation, you gain access to any Advancements/Ideologies they have developed, if you didn’t already. You also gain their RESOURCES. RETREATING: If you (through a successful Invasion action) force an army out of land it is stationed on, it is forced to RETREAT. This functions similarly to a movement action, but you can only make . If surrounded, or unable to afford any moment (due to not having enough resources), then the army is at your mercy. You (as the conquering army) can make one of two decisions: - Kill off the enemy armies (allowing the conqueror to take the territory without any future opposition), but losing any chance to take advantage of enemy MANPOWER. Requires an Invasion action. - Or INCORPORATE the enemy armies. Requires a Recruitment action. This allows the original player of the conquered nation to maintain control over their armies, but forces them to cede their resources and advancements to their conqueror. This allows the conquering nation to gain the MANPOWER of the conquered nation. The conquered armies will (for statistic purposes) be assumed to be the armies of the conquering nation, and MANPOWER will be divided accordingly. This does, however, open up the possibility of the conquered player using their armies to ultimately betray/escape their conqueror. By INCORPORATING the conquered nation the conquering nation will also suffer a decrease in their SENTIMENT. TRADE ROUTES/SUPPLY CENTERS: To make a Trade action, a city must have access to a TRADE ROUTE connecting to the city they’re going to trade with. An army must have direct contact with the city/army they plan to trade with. A TRADE ROUTE is composed of a line of SUPPLY CENTERS that connect one city to another. You will have to build these. A Trade is defined by the terms of both parties, and doesn’t strictly correlate to numbers of RESOURCES. Besides RESOURCES, Ideologies and Advancements can also be traded. For instance, one nation might trade to learn another nation’s gunpowder Advancement, or their capitalist Ideology. CONSTRUCTION: Below are the structures a nation can build. Each structure requires a certain amount of RESOURCES to build. As the game progresses, new structures might be added to this list. - Supply Center: Crucial for TRADE. Links with other supply centers to create TRADE ROUTES. [COST: 0.5 RESOURCE] - Production Center: Coal mines, sweatshops, etc. Where you produce goods (type of goods up to player’s discretion). Each round gives a certain amount of RESOURCES (largely depends on what is being produced). Cost based on the value of goods being produced. [COST: VARIES] - Farm: Each round, produces 1 RESOURCE. Managing Farms is necessary to maintain national SENTIMENT. Requires no cost to build. [Cost: N/A] - City: Acts as a stationary army (cannot move, all actions must take place within the city/immediate vicinity). One action each turn, but cannot take an Invasion or Movement action. Additionally, cannot use a Construction action to build a city. Also act as the population centers of your nation, so taking care of cities is a good way to manage your nation's SENTIMENT. [Cost: 1 RESOURCE] - CAPITAL City: Increases your nation’s MANPOWER by 1 upon being assigned as CAPITAL. Acts as a regular city, but once per round, can make a TRADE OFFER to any other city on the map, no matter how far (without the need for any TRADE ROUTES, either). - Custom Structure: Designed at player’s discretion, mostly. Benefits/Stats determined by me. ADVANCEMENTS/IDEOLOGY: IDEOLOGY is how you personalize your nation and give it culture. It also allows you to have important effects on your nation and the world at large. For instance, while you can use an Ideology action to invent a clown-themed religion, you would need to use an Ideology action to kill all nonbelievers. These more important, hands-on actions will require military presence to enforce (Ex: “I will enforce a strict tax on anyone passing through my nation and its territory”). ADVANCEMENTS will allow you to rise above the competition. For instance, inventing gunpowder will allow you to beef up your armies (increasing MANPOWER), putting them at an advantage to everyone else. Armies will need to return to the city that invented that ADVANCEMENT to gain it. NAVAL ARMIES/CONVOYS: Naval Armies have different movements, but ultimately fulfill the same functions as land-based armies. They can travel through the water, and can also land/act on Islands and Coastal territory. Territory can also be claimed in the OCEAN, but follows Invasion rules (whoever has the highest MANPOWER, etc). Generally speaking, though, rules for this influence TRADE more than anything (Enemies might have trouble trying to trade in areas you have under your influence). When in the water/near an army stationed along the coast, a NAVAL ARMY can use a Movement action to transport them to any nearby land, with the consent of the ARMY. This is called a CONVOY. If being convoyed to an occupied piece of land, then Invasion rules are in place (ARMY with the higher MANPOWER moves into the territory). If the convoyed army fails in its Invasion, then it stays with the NAVAL ARMY until it can successfully reach land. An army stuck like this functions as a City, but without the ability to perform a Construction action. A convoyed army, however, can take an Invasion action, and can attempt to conquer and INCORPORATE the NAVAL ARMY into its nation, but only after the Convoy action has already been agreed upon by both parties. ASSISTING: When another army is attempting to Invade a territory (or make a Movement action onto it), your army can choose to Assist them. This is pretty straightforward – the MANPOWER of your army is added to that of the army you are Assisting, thereby giving them a better chance of successfully Invading/Moving. Naval armies can also Assist, but only into areas they have access to (Islands/Coastal territory). END OF RULES: Now that you've read the rules, there's only one last thing I have left to ask of you before we can begin. Come up with, and draw, the LEADER of your country (yes, it can be a self insert). Not because it's necessary, moreso because it's fun.
go apeshit i guess