The Main Rule: You can do anything, as long as it does not make you invincible or if the judges have a problem with it.
here's how it works. each day you post a log, detailing what you have done that day. This is dotted with moments of combat, which I notice is missing from the rules. So I shall add it.
Judges: GGamer
Setting: well, world war 3 has broken out. This time, however, there are no alliances to depend on. The former leaders of all first world countries have begun to attack each other. The U.S. launched a major offensive against china. Russia has attacked britian from the ocean. Greenland has attacked the U.S. at Alaska. France has attacked germany along it's western border. so many smaller conflicts have broken out, it's hard to keep count of them. people are tired of this, which is why they have elected you as General. you are to lead your respective country's armies to victory through war, diplomacy, or economy.
MONEY
Money: You use it to buy things, obviously. You start out with getting 30 a log. You also start with 500.
Mining: You can mine metals to sell to traders, the more you mine, the more currency you get.
Mining V1: 50 a log, not that much but anything better counts.
Mining V2: 100 a log
Mining V3: 150 a log
Mining V4: 200 a log
Mining V5: 250 a log
You can also build buildings to add to the credit income, but nothing overpowered.
INVENTORY
Inventory: You need this to support your units. If you reach the limit, you cannot go over. You start out with 150 basic supply units, and you will have to expand as time goes on. Inventory is not to be confused with food, which is completely different.
V0: 5
V1: 10
V2: 15
V3: 30
V4:50
V5:100
FOOD
Food: This is separated from the regular inventory. It is needed to support your troops and produce them. If your troops number outweigh the food needed to keep that many units then you could easily topple over with a mutiny (decided by a judge)
V0: 10
V1: 15
V2: 30
V3: 50
V4: 70
V5:100
Food Production Methods:
You may only have one food production method.
Greenhouse
Pros: Less vulnerable to inclement weather, provides a constant source of food
Cons: Easy to destroy
Farmland
Pros: Hard to destroy (for most things), cheap
Cons: vulnerable to inclement weather, uses up a lot of space, only available in arable terrain, easy to burn
Nutrient Synthesis
Pros: Invulnerable to inclement weather, totally indoors so you can only destroy by destroying the building it is located in
Cons: expensive, requires more power
Supply Drop
Pros: unaffected by the weather and impossible to destroy
Cons: invaders can easily cut off supply lines
Hunting Party
Pros: cheap and doesn't require water or extra space
Cons: Hunters can be killed by wild animals or get lost if hunting in uncharted territory (you lose ten hunters per day in uncharted territory). Invaders can prevent hunters from leaving base, can be inconsistent
Fishing
Pros: cheap
Cons: you have to find water, takes time, feast or famine(may yield low results or high ones)
Hydroponics(inside growing in clay or pebbles, with artificial light):
Pros:Can be done anywhere, in bases of any kind, takes up little space, produces high yields of crops
Cons:Expensive, requires research
RESEARCH
Research: You need to research to add to your abilities! You only start out with the most basic units and buildings, so you need to research them (or buy the stuff from others) to have them!
You get four research slots to research in.
Research for ships, aircraft, and vehicles is pretty much the same as adding technology (more will be added later)...
You get 10% research per day. You can use another slot's research in another slot to boost it.
Example: You have 90% in Weapons V2, but you've gotten all the research for that day in that slot, so you use Armor V3's research points to finish it.
Use scientists to boost research. With 30 scientists (the max) (Need to build a research lab to get produce scientists), you get an extra 5% per day. That means you can complete research faster which can mean a lot when an enemy is about to strike.
The more Advanced researches take longer to finish for example, to make a unit would need something to the amount of 400% or more to finish, this way making an amazing unit or ship or technology in general it is going to take time.
---
SUPER WEAPONS
Super Weapons: Yes you can own a super weapon, they are very powerful and can cause great damage in space and devastating damage on the ground. Super Weapons are divided into three categories: "Alpha" Super Weapon, "Beta" Super Weapon, and "Omega" Super weapon. The three divisions of super weapons are still very limited. The "Alpha" weapon that you can own is up to three. The "Beta" and "Omega" weapons is only one each.
Construction/Research for the three types:
Alpha (max of three): 300% - 450% (research or construction)
Cost: None
Beta (max of one): 500% to 800% (Research or construction)
Cost: 5,000 - 20,000 credits
Omega (max of one): 1000% - 2000% (research)/500% (construction)
Cost: 50,000 - 100,000 credits
BUILDING
Building: You need to build buildings, they don't just appear. You get three building slots, at a rate of 10% per day. You can boost it by spending credits on hired help. For every 500 credits, you get an extra 10% for the day.
---
RULES: TROOPS, BOSSES, AND VEHICLES
Ground Unit Building: This is where you make your ground units, obviously, you can call it whatever you want.
V0: 10 per day
V1: 20 per day
V2: 40 per day or 1 elites max
V3: 70 per day or 3 elites max
V4: 100 per day, 5 elites max
To produce an elite unit, you need to be at least V2. If you're V1 then you can still produce an elite unit but it costs two days worth of troops (only exception).
Bosses: These are the best of the best of the best. You get one commander, which is your avatar. If he/she/it dies, then you lose. You also get two bosses, which both need two weeks per into the game to get. You can also have heroes, which are key pieces and act as a backbone in your army. They have special abilities, like "reduces casualties by 15%." You can make any of your bosses from anything you want. Heroes are like super versions of your units while bosses are stronger they are very effective. You max at 6 heroes.
Airport/Factory/Port:
You can only build ships once you have a Airport (for Aircraft). You need a factory to produce vehicles, and a port to produce ships.
Everything here costs credits, so you should list your prices so we can confirm them (and to prevent cheating).
Building vehicles is about the same as building ships and aircraft (limited to about 10 vehicles or less per day). The prices for vehicles need to be out in the open. No more getting vehicles via the gathering of materials (they have to be paid for).
Ship construction is done at 20% a day per vessel, this can be expanded to 25% ship construction a day with 500 credits, a base is capable of construction of up to 5 ships a day, depending upon country/faction. With more limited factions, this could be as low as three. Ship construction is done on the construction slots. Vehicle construction is also done on the construction slots, as is aircraft construction. Total destruction of your empire will occur if you do not follow this rule.
Larger Ships like Cruisers, destroyers, battleships and the like have a much slower construction rate then do gunships or frigates.
Frigates and Gunships: 20% a day per group of either one.
Cruiser: 15%
Battleship: 10%
Aircraft carriers: 7%
dreadnoughts: 4%
Capital Ships: 2%
Vehicles and aircraft are very much the same way as that the power, size, defenses, and speed determine how long it will take to build.
Troop Limits:
Logically, having 100k in one area is very unlikely, so there are limits here are the standard limits:
14k Normal Infantry
4k Elite Infantry
1k Vehicles.
For things like vehicles you could create storage depots for them to increase the cap in a location(a normal building for example adds 500 more to a droid/vehicle) but remember it can't go on forever so you will need to spread out more, to capture an area you need to explore(explained more in detail below) you have to know where to be before you take control of said spot.
EXPLORATION
Exploration:
Exploration is a big part in any major military campaign, it is also important for this, exploration can do things such as finding rare creatures and resources to gaining an upper-hand in battles, building a exploration center and adventurers helps you to find key points, not only that but it also allows you to take control of new countries(for example you need to explore the U.S. from Canada before you can take control of it) Once made you can create an adventurer(1 per spot) for 5% a log.
Exploration also increases defensive power, and certain races gain bonuses in an area that reflects them I.E Russians would fight better in an explored ice area while Southern Americans would be better suited in hotter areas away from the cold.
Exploration Ship (It can be a semi-replacement to the actual exploration center but you might need to build an exploration center one day...this one allows you to basically explore a country but at half the usual rate).
New feature: Scouts are your explorer units (call them what you may). They can be used for both scouting out the battlefield (finding out information about where the enemy is and so on) and exploration. You will have to provide tactics for them not to get spotted. If the tactics ain't good enough then "your strategical behind is burned" so make sure to do good tactics or else. The scouting tactics are more sensitive to everything around you then battle tactics.
COMBAT
Combat is simple. You record in your logs what all troops you plan on sending, and you PM a judge your battle plans. You anounce you are attacking, and the enemy sends their battle plans. They judge how well your plans match up with the enemy's, and a story is written about the attack. at the end, a list of casulties is presented.
CREATURE HALLS
The Creature Hall:You capture animals and research on them. You can then research stuff based off of that creature.
CH V1: You can capture basic animals 20% a log
CH V2: You can capture medium animals 15% a log
CH V3: You can capture bigger animals 5% a log
CH V4: You can capture legendary animals and use them as your own troops, of course you can gather from them too. 3% a log.
POWER
Generators:These supply power to your base! The basic generator supplies 5 buildings, so you'll need to make more or research more advanced. The more advanced take more credits, are dangerous, or vulnerable.
If you don't have enough power for your base then all things in your base will shut down. You absolutely don't want that to happen (the effects of someone not having enough power to supply to the base will be determined by a judge).
All empire players get two basic power plants when they start in the RP.
Some buildings will take up more power as they are added on and some have a fixed power consumption no matter what pros and cons there are for one empire.
Here they are:
Unit Production Building:
V0: 2 Power Units
V1: 4 Power Units
V2: 6 Power Units
V3: 8 Power Units
V4: 10 Power Units
Research Lab: 3 Power Units
Shipyard: 3 to 4 power units
Airport: 3 power units
Factory: 3 Power Units
---
COUNTRIES & EMBARGOS
The Countries:
Countries, the most important factor in War. choosing the right country is the challenging part, each country is skilled in many different ways, some are good at sure power and strength while others fight in hordes or others that defend themselves using technology or other means.
Alignment :
This is the choice you make, to be good or to be evil or stay neutral, each side has it's bonuses, with the cold heart of evil you have the power of fear, which in battle fear will cause enemies to be demoralized or even run making ruling worlds oh so much easier! Good has the power of courage, a courage to battle evil, this can allow a group in fewer numbers fight braver and harder and they have a chance of winning hopeless battles, Neutral has the power of Luck, random things happen for them, not only that but they can ally good and evil empires with no change in alignment for themselves.
Rouge Factions:
They can be of any country. They are automatic enemies of the country that they are a part of. If they are in the country that is considered to be a heavily occupied place for their race then they might be attacked (and they can be attacked if the country is close by to a heavily occupied country) You can either accept the race's pros and cons or create your own set. This created set will need to be checked by two judges (or by the head judge) to determine if it is fair and balanced in proportion to the other factions
Information on the Countries:
America, or the United States: A large country, itching for conquest. they are automatic enemies with China, and are on shaky grounds with South America Dues to the annexation of Central America.
PROS:
Nuclear Power: the united states are the leaders of Nuclear research. their generators provide 5 extra power.
Space age technology: Their weapons are more advanced, and they have Shuttles, which allow for inter-space deployment of troops.
CONS:
Bureaucracy: Any major decision (going to war, exploring a territory) is delayed by 3 logs.
The People's Republic of China: A large continent that has been cramped for far too long. Due to the conquering of Japan, there are on watch By both the U.N. and the U.S.
PROS:
biological warfare: they are the leaders in this field of research. +5% research regarding biological warfare.
Agriculture: due to the amount of agricultural land, they get +10 food each version level.
CONS:
Population restriction: their unit producing capabilities are extremely limited.
The New Vietnam Army: the now united vietnam has emerged as a world superpower.
PROS:
Horde tactics: Their troops are weaker, but they have the advantage of numbers.
Small Engine Specialization: they work well with small vehicles.
CONS:
Big Engine Retarded: not very good with large vehicles.
Russia: Having annexed all of the former Commonwealth of Independent States, Russia is ready to take on the world.
PROS:
Outstanding Navy: Their navy is second to none.
Nationalism: Russian troops will fight against overwhelming odds.
CONS:
Loss of agriculture: Due to a lack of arable land, they get -5 on all food production methods except hyperponics and hunting/fishing.
Crescent Union: Most of the rest of asia have formed into this large, peaceful, muslim coalition.
PROS:
Smarts: they get one extra Technology slot.
Techno-wizards: they have technology which rivals that of the U.S.
CONS:
Peaceful: their armies do 20% less damage when ATTACKING
United Nations: Forming up the majority of southern Africa, Britian, Australia, Canada, Mexico, New zealand, and most third world countries, they are the remnants of the united nations before World War Three. They have no Pros, nor Cons, and are a great start for new players.
Most of South America has splintered into rival factions all vieing for control, and many third-world countries are attempting to survive without help of the U.N.
EMBARGOS:
If you can control all of the water and airspace around a country, you can initiate an EMBARGO, stopping a country from recieving money and foreign assistance.
BASES
Base Types: Your base is where you control your country. if your base falls, Your country will fall into anarchy
Normal Base: This base is on flat ground, there are no pros or cons. It is highly customizable.
Underwater Base: This is like a dome underwater, you start with a factory already inside the base, however you need to upgrade it before you can have tanks. You make underwater ships at start for exploration and defense.
Nomad Base: This base has you in the ruins of another Empire. You lose a construction slot and lose a research slot though you are tactically stronger.
Mountain Base: This is like the Underwater base, you live inside a mountain, this is great for defense like the underwater base, although this is more of a mix with the underwater base and the normal base, you will have to find researches to protect your mountain at all costs. If the enemy finds out you live in a mountain you better find ways to fix it.
Population Center: Your base is near or inside a populated town or city. You can receive extra commerce from the city, and the base is easy to defend from infantry. However, the city is a big target and very vulnerable to bombardment. If you can't defend the city, the population may riot.
Extra bases section:
Outpost: Not really a main base but could be used as one. Outposts are commonly concealed but not always, be it within a ruin or cave, or otherwise. An outpost could be anywhere, even in space somewhere. An outpost is smaller than a main base, often much smaller, with more limited abilities. Production wise, outposts are extremely limited compared to regular bases. Research slots are limited to one at a time, small vehicle construction such as fighters and dropships are limited to one a day, two for more numerically superior factions. Ground vehicle construction is limited to 1-2 a day. ship and aircraft construction is limited to a single ship at a time, 20% a day construction, additionally, outposts lack the ability to construct large vehicles, outposts more limited abilities, infantry production is limited to V0.
An outpost is cheaper, quicker, and easier to set up and maintain. For more financially limited factions or smaller factions, outposts are important for expansion as in many cases they couldn't otherwise do it, but also important to more wealthy factions as a cheap way forward to spread quickly. As far as buildings in outposts, if set up within ruins or caves, there likely isn't any actual buildings set up, but rather these elements would be implemented into the existing cavern or structure. This also helps to explain why they are cheaper than actual bases, in such places, no buildings are built, just the equipment used in those buildings are set up in the existing structure.
Camp-Camps are a collection of light prefabricated buildings or tents, either set up by small vessels like gunships, or by soldiers on the ground. These can be set up very quickly, but lack the ability to produce units of any kind. Typically set up as temporary bases of operations, but could be utilized long term.(In such cases, it is possible to build within the camps elements of bases, essentially turning them in to either outposts, or actual bases, at that point, they are no longer camps.) Often could be set up as operation sites for nearby battles taking place. Camps are also important as a inexpensive route for expansion,particularly for more resource limited factions.
PUNISHMENT
Punishment System (It may be changed to refine all the levels and make different sorts of penalties and whatnot):
Level 1: Minor Infraction: You will lose 10% of all forces
Level 2: Moderate Infraction:You will lose 20-25% of all forces
Level 3: Major Infraction You will lose 40-60% of all forces
Level 4: Extreme Infraction: You will lose 70-85% of all forces
Level 5: End Player Game Infraction: Basically, if you do something so wrong with something then everything that you have will automatically be destroyed. You will have to start over.
Note: Punishment level will be determined by a judge and then the appropriate punishment will be taken.
Note: Events are controlled by the judges.
BOUNTY HUNTERS/MERCENARIES
Bounty Hunter/ Mercenary Rules:
You can be independent, doing jobs at reasonable fee. You can get jobs from an empire or a job via a Judge. You have your own currency flow. There are missions people give you that rewards you with items and money, there are also Hunter Events which might require you to explore locations, gather creatures or even battling massive bosses.
The format is like your inventory, you post your weapons, your characteristics etc. You also can start out with 3 major skills, which makes you an effective weapon, for example, pistol expertise, hacking, stealth could be considered major skills, you gain more the longer you play(it has to be agreed by a judge, just petition for it and we will decide)
Note: You can either be a bounty hunter or an empire but not both.
EXAMPLE LOGS
Sample Logs:
Sample Empire Log:
Commander: (Your commander's name, the word Commander can also be changed with Overlord, High Leader, or whatever you want)
Country: (Your country)
Faction: (Your faction's name)
Base: (The type of base you are using)
Location: (The location of your base)
Alignment: (Tell what aligment: good, neutral, or evil, here)
Allies: (Whom you are allied with, both NPC and players can be added)
Neutral: (Whom you are neither allied nor enemies with, both NPC and players can be added)
Enemies: (Whom you are enemies with, both NPC and players can be added)
-----
Currency
Starting: (the amount of credits you start with for the day)
Mining: (how much you are mining, the word mining can be changed to whatever you do to get credits)
Spending: (tell whatever you are spending credits on as well as the amount of credits spent)
Total: (your final total of the day after all profits and expenses)
------
Inventory
#### (Weapon items)
#### (fuel items)
#### (other items)
------
Infantry
#### (infantry name)
Current #### of Infantry / Max #### of Infantry
------
Vehicles and Ships
#### (vehicle or ship name, plus costs in currency and fuel/parts)
------
Defenses
#### (defense name, plus costs in credits and parts)
------
Research
Slot 1 - ##% (first slot for researching, update the percentage every day in all slots to not be left behind)
Slot 2 - ##% (second slot for researching)
Slot 3 - ##% (third slot for researching)
Slot 4 - ##% (fourth for researching)
------
Completed Research
(A list of what you have completed in research should go here, it helps a great deal)
------
Exploration
(Slots for exploration should go here, this is optional like defenses, but it helps out in battles especially.)
------
Construction
Slot 1 - ##% (first slot for construction, update the percentage every day in all slots to not be left behind)
Slot 2 - ##% (second slot for construction)
Slot 3 - ##% (third slot for construction)
------
Completed Buildings
(A list of completed buildings in your base, like research this list helps everybody out greatly.)
------
Log 0001:
(What you and your forces have done this day. Update the number after Log to help track how long you have been a particular empire)
----
Sample Bounty Hunter Log:
Name:
Nationality:
Alignment:
Currency:
Weapon(s):
Ability(ies):
Log:
---
MAP
PLAYER LIST
GGamer-
Commander: jim thentiil
Country: Brazil
Faction: The hegemon
Base: flat base
Location: Ribearo Praeto
Alignment: neutral
Allies: none
Neutral: everyone
Enemies: none
(heavily inspired and based on metroid wars)