Warfare is a game where you rule a country and conquer your enemies. This version has more features than the last. This time, the game will have less people as it was too hard to remember and do the actions of each player, before.
If you're in the game, please PM me your actions ASAP. If you do not PM me your actions within 24 hours, you will lose your turn. Sorry, but the last game died because the lack of actions and I don't want that to happen again.
Just a reminder. DO NOT discuss your actions on the board, just PM them to me.
Everybody gets to do 3 actions in 1 turn.
Everyone starts with 8 steel, 2 oil and 10000 dollars.
Trade ships come in round 3.
3: Toaster: The Gilded Lands.
Warfare
There are 4 countries. One is controlled by you. Once you gain control over all other countries, you win.
Control:
Each player starts with 100 control (that's the maximum) over their country. As the country gets damaged through invasion, it lowers. Once it hits 0, the country is taken over.
Every 25 turns, there is a vote in your country. If you have been good to your country or won a lot of battles, there is a good chance that you will stay in power.
You can earn control by beating enemies in war (+10 control), beating enemy squads in a battle (+2 control) or by paying 1500 dollars for 5 control points
Diplomacy:
At the start of the game, everybody is neutral with you. This can be broken by declaring war or attacking them.
You will have to ask the country that you want to ally with (or even like) for permission to do so.
Diplomacy statuses:
Enemy: 0 diplomacy points. Enemies can invade your country.
Disliked: 1 diplomacy point to 30 diplomacy points. Disliked countries can send spies to your country.
Neutral: 31 diplomacy points to 50 diplomacy points.
Liked: 51 diplomacy points to 70 diplomacy points. Liked countries can send you non-warefare gifts and sell you warfare related things.
Ally: 71 diplomacy points to 100 diplomacy points. Allies cannot invade you and can send troops, weapons and vehicles to aid you.
Country:
As you are the leader of your country, you can change the laws of your country as you wish and you can even rig votes. If you are too hard on your people, they will eventually begin to form resistances to
end your iron-fisted rule.
Soldier's pay: You can choose to cut soldier's pay completely, thus making soldiers free to recruit. You still have to use materials (steel, lead etc) to make them.
Forced military drafting: You can choose to force people to be drafted to the military, thus stopping the wait to create soldiers.
Taxes: Every 15 rounds you get tax money. It starts out as 1500 dollars but can be doubled to 3000
Hospitals: You can choose to make hospitals pay-per visit, thus stopping the 500 dollar loss every 10 rounds.
Worker's pay: You can choose to cut worker's pay, thus making war machines free to make
Death penalty: You can choose to make the death penalty the primary source for "justice", thus stopping the 500 dollar money loss every 10 turns.
Voting: You can choose to abolish voting, thus removing the 25 round vote. (This is HIGHLY likely to make resistances pop up)
Cut funds to homeless shelters: You can cut funds to homeless shelters, thus stopping the 250 dollar loss every 15 turns
Rig voting: Rig voting in your favour for 2500 dollars. If you are found out to have rigged voting, resistances WILL form.
Full country survailance: For 500 dollars every 5 rounds, you can watch your whole country for possible resistance formings.
Police state: For 500 dollars every 5 rounds, you can have police search houses for possible resistance formings.
Money:
Each player has 10000 dollars at the beginning of the game. Money can be spent on weapons or other things.
Digging:
In the game, you can dig for metals. Some peoples countries (chosen at random) will be enriched with certain types of metal, so it may be wise to ally with them.
Precious/non-warefare metals:
Copper: Costs 100 dollars to dig. Copper can be sold for 110 dollars. Can only be dug once every 2 turns
Silver: Costs 3000 dollars to dig. Silver can be sold for 3500 dollars. Can be gifted to another player for +1 diplomacy points. Can only be dug once every 3 turns
Gold: Costs 6000 dollars to dig. Gold can be sold for 7000 dollars. Can be gifted to another player for +3 diplomacy points. Can only be dug once every 4 turns
Materials:
Oil: Costs 800 dollars to dig. Oil can be sold for 1000 dollars
Amethyst: Costs 400 dollars to dig. Amethyst can be sold for 420 dollars.
Ruby: Costs 600 dollars to dig. Ruby can be sold for 640 dollars
Saphire: Costs 1000 dollars to dig. Saphire can be sold for 1200 dollars. Can be gifted to another player for +2 diplomacy points.
Diamond: Costs 4000 dollars to dig. Diamond can be sold for 5500 dollars. Can be gifted to another player for +5 diplomacy points.
Warfare metals:
Iron: Costs 800 dollars to dig. Can be sold for 810 dollars. Iron can be refined into steel for 600 dollars.
Steel: Steel cannot be dug. Steel can be sold for 1400 dollars. Steel is used in the making of almost everything. Can be gifted to another player for +2 diplomacy points
Lead: Lead costs 2000 dollars to dig. Lead can be sold for 2050 dollars. Lead is used in the shipping of radioactive materials and the creation of some objects.
Uranium: Uranium costs 12000 dollars to dig. Uranium cannot be sold. Uranium HAS to be shipped around in a lead case and can be refined to plutonium. Can only be dug once every 6 turns
Plutonium: Plutonium cannot be dug. Plutonium cannot be sold. Plutonium costs 20000 dollars to make. Plutonium MUST be shipped around in a lead case.
Spies:
Spies cost 3000 dollars to make (they also take 3 turns to make) and can be deployed in the heart of enemy territory. When a spy is in enemy teritory, they can uncover enemy actions, steal enemy weapons and
steal enemy blueprints. If a spy is captured, they will be tortured and will reveal the country that sent them.
Warfare:
Your soldiers are split into squads. There can only be 6 people in a single squad. Each squad has 10 squad points. Squad points dictate how many people/machines can fit into 1 squad. When you deploy a
soldier/war machine into an area they are suited to, they get a damage bonus. If you deploy them in an area that they are not suited to, it has the opposite effect. You can only have 6 squads in one area.
Soldiers:
Recruit. A weak, barely trained soldier. Hardly suitable as a meatshield.
Costs 200 dollars and 1 steel to make.
Does 5 damage
Damage type: Bullet
Damage weakness: All
Has 15 health
Best zone to deploy in: None
Worst zone to deploy in: None
Uses 1 squad point
Soldier: A well trained soldier.
Costs 300 dollars, 2 steel and 1 recruit to make. Takes 2 turns to make
Does 10 damage
Damage type: Bullet
Damage weakness: Fire and explosives
Has 30 health
Best zone to deploy in: None
Worst zone to deploy in: None
Uses 1 squad point
Veteran: A master of combat.
Costs 800 dollars, 3 steel and 1 soldier to make. Takes 4 turns to make
Does 20 damage
Damage type: Bullet and armour piercing.
Damage weakness: Fire and explosives
Has 60 health.
Best zone to deploy in: None
Worst zone to deploy in: None
Uses 2 squad points
Pyro: A soldier completely covered in a fireproof suit wielding a flamethrower. Takes 4 turns to make
Costs 1200 dollars and 3 steel to make
Does 15 damage
Damage type: Fire
Damage weakness: Explosives
Best zone to deploy in: Forest/jungle.
Worst zone to deploy in: Desert
Has 80 health
Uses 3 squad points
Rocketman: A soldier wielding a basooka. Takes 4 turns to make
Costs 3000 dollars and 3 steel to make
Does 60 damage
Damage type: Explosive
Damage weakness: Bullet, fire and explosive
Best zone to deploy: City
Worst zone to deploy: Desert or plains
Has 20 health
Uses 4 squad points
Sniper: A soldier with a high-power rifle.
Costs 1000 dollars and 2 steel to make
Does 20 damage
Damage type: Armour piercing
Damage weakness: Bullet, fire and explosive
Best zone to deploy: City
Worst zone to deploy: Jungle/forest
Has 30 health
Uses 3 squad points
Medic: A medic. It can heal half of each squadmember's health ONCE while in battle. Takes 2 turns to make
Costs 800 dollars and 1 steel to make
Does 10 damage
Damage type: Bullet
Damage weakness: Bullet, fire and explosive
Best zone to deploy: City
Worst zone to deploy: None
Has 40 health
Uses 4 squad points
Heavy weapon-user: A soldier with a light machinegun. He/she is completely covered in armour. Takes 4 turns to make
Costs 3000 dollars and 3 steel to make
Does 40 damage
Damage type: Armor piercing
Damage weakness: Fire
Best zone to deploy: City
Worst zone to deploy: Forest/jungle
Has 80 health
Uses 4 squad points
Vehicles:
Jeep: A Jeep with steel plates on the sides. It has a machinegun mounted on the back. Jeeps take 5 turns to make
Costs 4000 dollars, 2 oil and 8 steel to make
Does 40 damage
Damage type: Armour piercing.
Damage weakness: Explosive or armour piercing
Best zone to deploy: City
Worst zone to deploy: Jungle/forest
Has 120 health
Uses 5 squad points
Tank: A heavily armoured tank armed with a rocket launcher and a machinegun. Tanks take 8 turns to make
Costs 6500 dollars, 6 oil and 14 steel to make
Does 60 explosive damage or 40 bullet damage
Damage type: Explosive or bullet
Damage weakness: Explosive (explosive damage does x3 damage on this) or armour piercing
Best zone to deploy: City
Worst zone to deploy: Jungle/forest
Has 350 health
Uses 10 squad points
Bomber: A plane that is used to drop bombs. Bombers take 4 turns to make
Costs 5000 dollars, 2 oil and 8 steel to make
Does 50 damage
Damage type: Explosive
Damage weakness: Explosive or armour piercing
Best zone to deploy: Desert
Worst zone to deploy: Jungle/forest
Has 60 health
Uses 10 squad points
Pheonix: A plane that can spray napalm on troops. Pheonixes take 5 turns to make
Costs 6000 dollars, 2 oil and 8 steel to make
Instantly kills soldiers and things with weakness to fire..
Damage type: Fire
Damage weakness: Explosive
Best zone to deploy: Jungle/forest
Worst zone to deploy: City
Has 60 health
Uses 10 squad points
Battle helicopter: A helicopter armed with high power chainguns. Very powerful.
Costs 6000 dollars, 4 oil and 6 steel to make.
Damage type: Bullet and armour piercing.
Damage weakness: Explosive and armour piercing
Has 80 health
Uses 6 squad points
Anti-plane cannon: A movable weapon on wheels. Used to attack planes and planes only. Anti plane cannons take 3 turns to make
Costs 5000 dollars and 8 steel to make.
Instantly kills planes
Damage type: Explosive
Damage weakness: Explosive and fire
Best zone to deploy: Desert
Worst zone to deploy: Jungle/forest
Has 30 health
Uses 3 squad points
[Misc weapons/warfare]
Bomb satelite: A satelite used to pinpoint bomb strikes. Takes 4 turns to make. Can shoot 6 missiles. *nuke counts as 4 missiles, virus missile counts as 2*
Costs 4000 dollars, 6 steel, 10 oil and 4 gold to make.
Spy satelite: A satelite used to spy on countries. Creating this will let you know the actions of EVERY other country. Takes 4 turns to make. Lasts for 10 turns
Costs 8000 dollars, 8 steel, 8 oil, 2 gold and 4 diamond to make.
EMP field: A field used to scramble satelite sigals, thus making them inaccurate and possibly dangerous. Makes nukes and other satelite missiles damage half control and has a chance of deflecting a missile
to another country.
Costs 7000 dollars, 2 uranium, 4 steel, 4 silver, 1 gold and 6 diamond to make
Nuke: An extremely destrutive bomb. It can damage enemy control over their country by 60%. Needs a bomb satelite to be launched. Takes 6 turns to make.
Costs 10000 dollars, 1 plutonium, 8 steel, 6 gold and 4 silver to make.
Virus missile: A missile containing a geneticly modified version of Ebola. It is highly dangerous but is deadly enough to burn itself out within a few days. Takes 4 turns to make
Costs 5000 dollars, 6 steel, 4 oil, 2 diamond and 1 gold to make. Damages enemy control by 10%.
Incendiary missile: A missile containing a brew of chemicals that ignite upon exposure to air. Takes 4 turns to make.
Costs 4000 dollars, 5 steel, 3 oil and 2 diamond to make. Damages enemy control by 5%
Explosive missile: A missile containing explosive chemicals. Takes 4 turns to make.
Costs 2000 dollars, 4 steel, 2 oil and 1 diamond to make. Damages enemy control by 2%.