-Country Name
-Leader Name/Title
-Starting Territory
-Color
The unit type on the left is the attacking unit, and the defending unit, as indicated along the top. If the attacking unit is effective against the defending unit, it gets a %50 bonus to its attack power. If the attacking unit is weak against the defending unit, the defending unit gets a %50 bonus to its attack when it counter-attacks. If the effectiveness is normal, nothing happens.
COMBAT
Combat is made up of several combat rounds, which is comprised of three steps:
Step 1: Choose a Target:
First, a unit chooses a target. A unit will always attack a unit that it is effective against first. If there are multiple targets, or multiple units that it is effective against, a target is randomly chosen.
Step 2: Attacking:
The actual combat round starts with all modifiers being added to the attack of the attacker, and all modifiers being added to the defence of the defender. Next, the two numbers are added together, forming N. A random number is then generated, with the lower bound being 1, and the upper bound being N.
Step 3: Result:
If the random number is under the attackers attack, then the attack is successful and the defender is destroyed. Else, the defender survives, and may get to counter attack.
When combat starts, it is usually the attacker who goes first, though in certain cases (Based on research/units abilities etc.) some or all of the defenders goes first. After a unit has attacked, its target gets an counter-attack if it survived. A unit may not counter-attack after a counter-attack, even if it survived. After all of one side's units have attacked, the other side gets to attack. Thus, combat could go like this:
Side 1 is attacking with a unit of infantry and a unit of light armour.
Side 2 is defending with a unit of artillery and a unit of infantry.
Since Side 1 is the attacker, its units get to attack first. It's unit of infantry attacks the unit of artillery, since it is effective against it. The unit of infantry succeeds in it's attack, and destroys the unit of artillery.
Next, the unit of light armour attacks the unit of infantry, since it is effective against it. The attack is unsuccessful, and so the unit of infantry gets to counter attack, but preforms no better.
It is now Side 2's turn, and since the unit of infantry is not effective against any of Side 1's units, it randomly attacks one of them, picking the unit of infantry. The attack fails, and the resulting counter-attack succeeds, killing the last of Side 2's units, and ending combat.
NEW COMBAT RULE:
When a side misses (Total number of troops/3) times (Rounded up), then its turn ends.
Technology:
Generations: In the game, units are divided into generations. A new generation occurs when several technologies, like laser weaponry or shields, are acting on the same unit. A new generation will be created, with one or more created units were those technologies are standard.
Example:
Say I had laser weaponry, and researched advanced alloys. Ordinarily, my units would receive a bonus from each technology if I had either one individually. However, by having both of them together, I can create units that are much more sophisticated than before. Thus, a new generation will be created, with units that need both technologies to make. My units in the old generation still get their bonuses from those technologies, but the units in the new generation combine the two technologies in ways that makes them much more deadly than my old units.
There are two parts to an ICBM, the base and the warhead. To launch an ICBM, you need a base and a warhead in the same country at the start of the turn. You can't move/buy them and launch on the same turn. When launched, the ICBM can target any unit in any country, no matter how far away it is. Each piece of an ICBM moves like a regular unit, but can't invade countries. When the country it is in is invaded and taken over by an enemy, it has a 90% chance to be destroyed, to prevent it from falling into enemy hands. Any parts not destroyed can be moved and used by the enemy.
SUCCESS OF ICBM:
The chances for success when launching an ICBM depend on two things, the bonuses from its component parts, and the ICBM defences of that country. The chance to hit is thus (ICBM chance to hit + warhead's bonuses (If any))- ICBM defences of that country.
And example:
A basic ICBM is loaded with an explosive warhead and launched at a country with 10% ICBM defences. The basic ICBM has a 100% chance to hit, and the warhead gives no bonuses to hit. Thus, the ICBM will hit its target 90% of the time, and harmlessly explode 10%.
EFFECTS OF ICBM:
Depends on the warhead. Generally, it's an attack on one or more units in that country. ICBMs are considered effective against all sea units (except for submarines).
A wasteland is a country that cannot be inhabited for long periods of time. Whether due to deadly poisons or radiation, living in a wasteland will kill you. Any unit that ends its turn in a wasteland will die, though they can move through it easily. After three turns, a country will return to normal, under the control of the country that previously owned it. (Assume that they swooped in to provide much needed food and water.) After becoming a wasteland, a country will only produce one tenth of what it previous did. Investment can return the country's income to what it once was, but not surpass it. A country becoming a wasteland also causes ecological damage.
While turning enemy countries into a wasteland sounds fun, remember that the earth is still recovering from global warming. If enough ecological damage occurs, the biosphere will preform a tail spin, and soon society will collapse and anarchy will ensue. So, you now, try not to let that happen.