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Author Topic: Countries At War. Again.  (Read 5103 times)

Archangel

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Re: Countries At War. Again.
« Reply #45 on: November 27, 2009, 01:13:46 am »

Egypt, Libya, Tunisia, and Morocco? That shouldn't be a problem. Going without Algeria could leave my empire exposed, but with good friends like you to the north it should be manageable...
Yes. Just those five countries. The rest of Africa is yours.
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There's about 25 of the fuckers and the three sarge killed were at point blank range - it's got to be zombies or a bunch of really dumb terrorists with knives.
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Phantom

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Re: Countries At War. Again.
« Reply #46 on: November 27, 2009, 01:36:38 am »

To RAM: You went over, its 2000$, not 2200$. Anything preceded by a plus is income.
NEW UNITS AND OTHER THINGS:
Merc Black Ops: 1000$
They are basically very awesome pumped up commandos.
Hell, they can hijack tanks and helicopters. And a lot of other things.
Suicide Bombers: 200$
Should be used as a hit and run unit. Unit is lost when attacks territory. Can target specific areas and units. (An Embassy, Capitol, Airport, Etc...)
Police: 50$
Only use as a last defense, they won't do much, but they probably can slow down Militia.
SWAT (Technically crimes are so high because of war that everyone has SWAT teams): 175$
Equivalent to Militia, but can negate riots a bit to let half of the income get in.

New Ability for Commandos and Black Ops: Riot
Basically, It causes everyone in the region to riot. Causing income to stop for one turn.
New Ability for Commandos and Black Ops: Sabotage
Allows you to sabotage specific things. (For example Oil Pipelines or Factories)
New Ability for Commandos and Black Ops: Recruit
Allows you to recruit Liberals from the Vegan Co-OpMilitia from an area, as long as they're not players.
New Ability for Commandos, Black Ops, And Militia: Revolution
Infiltrate a country and start a Revolution. Riots are caused each turn as long as the units are not destroyed. Police and SWAT will be unable to help defend if an opposing force attacks. Country may be taken control of if not enough military stationed. or the country is weak.


Spoiler: Wimdit (click to show/hide)
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Spoiler: Turn (click to show/hide)

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« Last Edit: December 20, 2009, 01:52:16 am by Phantom »
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Wimdit

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Re: Countries At War. Again.
« Reply #47 on: November 27, 2009, 02:49:40 am »

What, a turn just for me? Man, I'm lucky.

^_^
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RAM

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Re: Countries At War. Again.
« Reply #48 on: November 27, 2009, 02:56:43 am »

Sorry, my mistake, fixed.
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Heron TSG

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Re: Countries At War. Again.
« Reply #49 on: November 29, 2009, 10:50:11 pm »

I'd like to fortify the Andorran Valley until more money has been got.
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Dwarmin

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Re: Countries At War. Again.
« Reply #50 on: November 30, 2009, 08:38:36 am »

*chants* update update update!
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

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Phantom

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Re: Countries At War. Again.
« Reply #51 on: December 20, 2009, 01:52:31 am »

New turn for the Vatican.
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Wimdit

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Re: Countries At War. Again.
« Reply #52 on: December 20, 2009, 03:19:29 am »

Heh, so this means we're getting turns for one player every three weeks or so? Better than it dying off completely, I suppose.
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Phantom

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Re: Countries At War. Again.
« Reply #53 on: December 20, 2009, 12:23:40 pm »

I'm just lazy.
You know what? Managing a lot of stats makes me so lazy I'm locking this.
« Last Edit: December 20, 2009, 08:47:45 pm by Phantom »
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