Warfare is a game where you rule a country and conquer your enemies. This version is probably going to be the final version.
People joined:
1: Azkul. Socialist
2: DrPoo. Capitalist.
3: ElfEater. Socialist
Everybody gets to do 4 actions in 1 turn. Actions are things like cut workers pay, create military, mine for objects etc. They're pretty much everything you can do in the game.
Everyone starts with 8 steel, 4 oil and 8000 dollars.
Trade ships come in round 3 and then come every 2 turns after that. You can only trade 4 objects.
Actions such as trading, allying, invading and mining are public actions and must be asked on the thread.
Actions such as making military, creating nukes, putting spies in a country, launching satilites, covert actions and launching missiles are private actions and must be Private Messaged to me, not put on the thread!
If you don't know if an action is public or private, just PM me and ask.
Creating a nuke will make a notice on the thread saying "Country X has made a nuke!". Expect a major invasion.
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, resistences and a few other things, 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. Takes 2 social points
Forced military drafting: You can choose to force people to be drafted to the military, thus stopping the wait to create soldiers. Takes 3 social points
Raise Taxes: Every 15 rounds you get tax money. It starts out as 1500 dollars but can be doubled to 3000. Takes 1 social point.
Lower taxes: Every 15 rounds you get tax money. It starts out as 1500 dollars. Taking this will lower it to 600 dollars. Gives 1 social point
Cut hospital funding: You can choose to make hospitals pay-per visit, thus stopping the 500 dollar loss every 10 rounds. Takes 2 social points
Raise workers pay: You can chose to raise workers pay, making war machines cost a third more than they normally do. Gives 2 social points.
Worker's pay: You can choose to cut worker's pay, thus making war machines free to make (aside from the materials that you need to use to create the machines). Takes 3 social points.
Death penalty: You can choose to make the death penalty the primary source of "justice", thus stopping the 500 dollar money loss every 10 turns. Takes 4 social points
Abolish death penalty: You can chose to abolish the death penalty, raising the 500 dollar loss every 10 turns to a 750 dollar loss. Gives 2 social points.
Voting: You can choose to abolish voting, thus removing the 25 round vote. (This is HIGHLY likely to make resistances pop up). Takes 12 social points
Cut funds to homeless shelters: You can cut funds to homeless shelters, thus stopping the 250 dollar loss every 15 turns. Takes 1 social point
Rig voting: Rig voting in your favour for 2500 dollars. If you are found out to have rigged voting, resistances WILL form. If found out, it takes 8 social points.
Full country survailance: For 500 dollars every 5 rounds, you can watch your whole country for possible resistance formings. Takes 2 social points
Regulate police: For 1000 dollars every 5 rounds, you can regulate the police force in order to prevent police corruption and brutality. Gives 2 social points.
Police state: For 500 dollars every 5 rounds, you can have police search houses for possible resistance formings. Takes 3 social point
Social points: Social points basicly mean how happy your people are with you.
12 to 8 social points: Fine. The general public is just fine with your actions. Resistances will lose many members if they are active.
7 to 5 social points: Disliked. The general public has a distaste towards your actions but not yet a complete hatred. Resistances may begin to form if you're in this state for a while, but will not take action.
4 to 2 social points: Hated. The general public hates you and wants you out of politics. Resistances WILL form and they will start to take mild (political activism) to moderate (defacing government-owned property) action.
1 social point: Despised. The general public wants your head on a plate and your body on a pike. They will stop at nothing to kill you. Resistances will become much more extreme and will take extreme (murdering government officials, destroying goverment owned property etc) action.
Comitting acts of terrorism or certain covert actions will lower your social points. Social points can be gained by beating enemies in war, trading with allies, stopping wars or just doing what the general public wants.
When you do something like activate police state the social damage is constant and will negatate any good affects until it is removed.
Idealoligies:
NOTE. These are not intended to be realistic in any way, shape or form. Sorry if you thought this was also a political simulator.
Socialism: Socialism halves the chance of a resistance forming, makes materials cost less to dig or create due to worker support. However, socialist military squads lack the area related bonus. Socialist nations must only use money inside of their country and must barter when trading. Socialist nations have 12 social points.
Capitalism: Capitalism allows you to trade as many objects as you like instead of 4 and lets you start with an extra 2000 dollars. Capitalist nations have 8 social points.
Fascism: Fascism increases the chance of a resistance forming, halves diplomatic effects, doubles negative diplomatic effects but gives 5 extra squad points. Fascist nations have 6 social points.
Country
Countries will have their terrain and minerals chosen at random.
Terrains include: Rocky, desert, badlands forest/jungle etc
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 825 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 1200 dollars to dig. Lead can be sold for 1250 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.
Agents:
Agents cost 3000 dollars and 2 steel to make (they also take 3 turns to make) and are the people who carry out covert actions. Without any agents, you cannot carry out covert actions
Covert actions:
Arm rebels. You sell some high-quality arms to rebels. Arming rebels costs 2500 dollars. It damages enemy control by 5 percent but only works if resistances are forming
Publish a fake document: This allows you to publish a document claiming that another player has done an extreme act directed at your country. It costs 3000 dollars (extreme acts are nuking, using disease missiles, invading without declaring war, arming rebels, poisoning food/water supply, bombing infrastructure or failing an assasination.)
Assassinate leader: You send a group of agents (3 agents) into a country in order to assassinate its leader. Assassinate leader costs 5000 dollars, but if it's successful, your enemy's control will be damaged by 20 percent.
Poison food/water supply. You send an agent into a country in order to contaminate their food and water supplies with a deadly toxin. It drains their control by 2 constantly percent for 10 turns. It costs 1000 dollars to do.
Disarm nuke: You send an agent into a country in order to disarm a nuke. It costs 4000 dollars to do and will remove 1 nuke if done correctly.
Sabotage infrastructure. You send an agent into a country to sneak several high power bombs into a building. It costs 2500 dollars but if done correctly, will drain 3 control from your enemy and will make them lose 2000 dollars
Warfare:
Your soldiers are split into squads. There can only be 6 people in a single squad. 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. You start with 10 squad points.
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, 1 steel and 1 recruit to make. Takes 2 turns to make
Does 10 damage
Damage type: Bullet
Damage weakness: Fire and explosive
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, 2 steel and 1 soldier to make. Takes 2 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 3 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, badlands
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, badlands
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, rocky
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: Badlands
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 2000 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 3000 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, rocky, badlands
Has 120 health
Uses 5 squad points
Tank: A heavily armoured tank armed with a rocket launcher and a machinegun. Tanks take 6 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) and armour piercing
Best zone to deploy: City
Worst zone to deploy: Jungle/forest, rocky, badlands
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 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 chainguns. Very powerful.
Costs 6000 dollars, 4 oil and 6 steel to make.
Does 50 damage
Damage type: Bullet and armour piercing.
Damage weakness: Explosive and armour piercing
Best zone to deploy: None
Worst zone to deploy: None
Has 80 health
Uses 6 squad points
Clusterbomber: A bomber plane that drops cluster bombs instead of regular bombs.
Costs 4000 dollars, 3 oil and 4 steel to make.
Does 20 damage and can attack 3 times.
Damage type: Explosive
Damage weakness: Explosive
Best zone to deploy: Forest/jungle
Worst zone to deploy: City
Has 90 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, rocky.
Has 30 health
Uses 6 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 and incindary missile count 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 private actions of EVERY other country. Takes 4 turns to make. Lasts for 10 turns
Costs 8000 dollars, 8 steel, 8 oil, and 3 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, 2 silver and 4 diamond to make
Nuke: An extremely destrutive bomb, capable of bringing the mightiest nations to their knees. It can damage enemy control over their country by 60%. Needs a bomb satelite to be launched. Takes 6 turns to make.
Costs 5000 dollars, 1 plutonium, 6 steel, 3 gold and 1 silver to make.
Virus missile: A missile containing a heavily 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 4000 dollars, 6 steel, 4 oil 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 3000 dollars, 6 steel, 4 oil to make. Damages enemy control by 6%
Explosive missile: A missile containing explosive chemicals. Takes 4 turns to make.
Costs 2000 dollars, 4 steel and 2 oil to make. Damages enemy control by 3%.
Research
You can chose to research certain things, costing 1000 dollars per turn for a random (1d15) amount of turns. You CAN speed up the amount of time it takes by paying double. You can only hold onto 2 research bonuses at a time. To have another one, you must delete one of your current ones.
Enhanced bullets: Gives soldiers that have bullet or armour piercing damage a +10 damage bonus
Superdrills: Makes mining cost half as much as usual
Enhanced propaganda: Gives you a free +2 social points. This is to your current social points and your capacity for social points.
Better military rations: Gives you 3 squad points to your total squad points.
Nanofibre steel: Gives machines +15 health
Bionic implants: Gives soldiers +10 health
Changelog
Made many things MUCH cheaper. Some things were on the verge of being almost impossible to get.
Added social points
Added research.
Added (very unrealistic) idealoligies
Added more country features
Added a better world generator
Added agents and covert actions. Most of the actions are basically war crimes.
Added vacant islands to claim. (NOT YET WRITTEN IN RULES)