- Joined
- Mar 31, 2008
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Summary for Winter 1999-2000
Summary
Spoiler New Stuff/Game Changes/RISK :
Well, this war is clearly going poorly for a certain side. The whole "team" aspect didn't really pan out, now did it? Quite frankly, there is incompetence on both sides, but the Nod side was tempered by a higher level of skill than what existed on GDI's side, coupled with the fact Nod keeps getting orders in easily. So, a few changes.
1. There can only be one.
Factionalism is soooo yesterday. Build temporary alliances, backstab folks, and remember. There can only be one individual winner. Hopefully, this will weed out the weaker players as they won't have a handicap in their favor.
2. Superweapons enabled.
Superweapons will now start charging (none can be fired this coming turn).
Superweapons take one turn to charge to fire, meaning one superweapon can't be used on back-to-back turns. Superweapons can also be charged up to deal additional damage. Point them at a territory and shoot. You have three target choices.
-Defenders of the territory
-The Base
-Set it on defense, fire at attackers
3. Propaganda Building ($2500, 50 Power, Requires Communications Center
This new building, being added soon to the recently cleaned-up unit listings, will make your forces in the territory generate more morale when they morale-break/kill units.
Things are going to be slightly more Risky here on out.
1. There can only be one.
Factionalism is soooo yesterday. Build temporary alliances, backstab folks, and remember. There can only be one individual winner. Hopefully, this will weed out the weaker players as they won't have a handicap in their favor.
2. Superweapons enabled.
Superweapons will now start charging (none can be fired this coming turn).
Superweapons take one turn to charge to fire, meaning one superweapon can't be used on back-to-back turns. Superweapons can also be charged up to deal additional damage. Point them at a territory and shoot. You have three target choices.
-Defenders of the territory
-The Base
-Set it on defense, fire at attackers
3. Propaganda Building ($2500, 50 Power, Requires Communications Center
This new building, being added soon to the recently cleaned-up unit listings, will make your forces in the territory generate more morale when they morale-break/kill units.
Things are going to be slightly more Risky here on out.
The Sicilians launched a massive attack on the GDI Swiss Free Forces. The Sicilians were bloodied, but the attack did a devastating number on the Swiss military and Lombardy fell in December. Damage estimates range from $9000 to $10,000.
The Americans suffered a setback following a bombing in Oregon that destroyed a Construction Yard. Damages are estimated to be $3000.
Hawaii fell to ANZAC/American forces. Too bad there was nothing there to take, shoot, or destroy. The ANZAC Forces took the territory because...
Queensland fell to the Leisurus Blade. The Queenslands forces were off "attacking" Hawaii, and Queensland fell without a fight. Once again, near $15,000 in damages as the Leisurus Blade went about wrecking everything but one Weapons Factory.
Spoiler Maps :


Note: If you wish for a detailed account of all your units or buildings at any point during the game, PM me with ACCOUNT REQUEST as the subject line. I will get back with you ASAP but it is suggested you try not to rely on it to often.
Here are credit stats. Bank is how much you get to spend this turn. Income is how much you're making. YOU CAN ONLY SPEND BANKED.
https://docs.google.com/spreadsheet/ccc?key=0AvV4Kmm-PsYUdEdUUFQ2MFQtUGZ4Q0szQnZQVldHdWc