Warfare is a game where you rule a country and conquer your enemies. Please tell me if you don't understand something as I wrote most of this in a haste last night.
Oh, also, please PM your actions to me.
Everybody gets to do 3 actions in 1 turn.
Everyone gets 6 steel and 10000 dollars.
Trade ships come in round 3
I need at least 4 players to be able to start the game. More is preferable, but 4 is enough.
Second in command people will take over if the first in command (first sign-upers) don't have a turn for a few days.
Signup spaces:
1: RoryTehNoob: Iberistan
2: Elfeater: Grome
3: Noah22223: Armenia
4: Deadmeat1471: The Enkaran Union
5: Taricus: Ligoria
6: Ram: The Hippy Comune.
RoryTehNoob: Land is enriched with silver but has little copper
Elfeater: Land is enriched with uranium but has little iron
Noah: Land is enriched with iron but has little uranium
Deadmeat: Land is enriched with copper but has little uranium
Taricus: Land is enriched with uranium but has little lead
Ram: Land is enriched with silver but has little lead
Warfare
There are 8 countries. One is controlled by you. Once you gain control over all other countries, you win.
Control:
Each player starts with 100 control over their country. As the country gets damaged through invasion, it lowers. Once it hits 0, the country is taken over.
Every 50 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.
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 soldiers 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 20 turns 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 15 turns.
Worker's pay: You can choose to cut workers 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 15 turns.
Voting: You can choose to abolish voting, thus removing the 50 turn 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 turns, you can watch your whole country 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
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 1000 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 squadmembers health ONCE. 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 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 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 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 and 8 steel to make
Instantly kills humans
Damage type: Fire
Damage weakness: Explosive
Best zone to deploy: Jungle/forest
Worst zone to deploy: City
Has 60 health
Uses 10 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 12 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
Nuke: A nuke launched from a satelite. It can damage enemy control over their country by 60%
Costs 10000 dollars, 1 plutonium, 8 steel, 6 gold and 4 silver to make.