Sons of Mars IV

2 more hours remain. 4 more sets of orders are the same:

NedimNapoleon
Sonereal
Double A
Red_Spy
 
Annnnd time is up. Lock initiated. Absentee players' spending automated.

Update hopefully tonight.
 
I actually physically couldn't get my orders in because my college schedule just got changed. Moved my 2.5 hour math class from 8am to 6:30 pm, had to stay all damn day to make sure it went through.

YOU KNOW WHAT'S FUN LEARNING THE SAME STUFF TWICE IN ONE DAY
 

Link to video.

Worry not, Double A, it's never too late to recover.

Turn II

Stats
Map

Despite enthusiasm for union with the CSA by many Southern governents, the People have remained staunchly supportive of independence, having overthrown their leaders in a military coup. Only the militaries of Texas and Oklahoma were successful in keeping Confederate forces from taking their territory, however.

While the Prussians and Caucasians quibble for which state has the title of world’s poorest major power (neither state having opted to expand, presumably out of fear of attack), the Japanese have risen as the world’s largest economy at 840 billion Eurodollars. This is a narrow lead on rival New England, at 830 billion.

Despite its naval roots, the largest army is fielded by Nice, at 12 Infantry divisions backed by 1 Tank division. Their expansion across the Western Mediterranean is being watched closely by analysts, who believe that with some luck, they could emerge as one of the most powerful players. This is compounded by their recent acquisition of the area around Gibraltar, thus granting them great clout over the namesake strait.

In response to widespread militarism, the various city-states and duchies of the world have upgraded their defenses, most no longer fielding Infantry divisions, but tank divisions. With sufficient bombardment power, however, even tanks are easily bested.

Battle Results:

Mongola

1 Tank vs. 1 Infantry; Victory.
2 infantry vs. 1 Infantry; Victory.
2 Infantry, 1 Artillery vs. 1 Infantry; Victory.

Nice

Two infantry, one carrier, two destroyers, and one fighter vs. 1 Infantry; Victory.
One infantry, one battleship, and one fighter vs. 1 Infantry; Victory.
One tank and one fighter vs. 1 Infantry; Victory.
One infantry, one artillery, one fighter, and one bomber vs. 1 Infantry; Victory.

Aidanu

2 Infantry, 3 Fighters, and 1 Carrier vs. 1 Infantry; Victory.
2 Infantry, 1 Tank, and 1 Artillery vs. 1 Infantry; Victory.

Egypt

2 Infantry vs. 1 Infantry; victory.
2 Infantry vs. 1 Infantry; victory.

Japan

2 Infantry, 2 Fighters, 1 battleship, 1 Carrier vs. 1 Infantry; victory.
1 Infantry, 1 Tank, 1 Fighter vs. 1 Infantry; victory.
1 Infantry, 1 Artillery, 1 Fighter vs. 1 Infantry; victory.

Confederate States of America

1 Tank, 1 artillery, 1 Bomber, 4 Fighters vs. 1 Infantry; Virginia taken easily.
1 Infantry vs. 1 Infantry; victory.
1 Infantry vs. 1 Infantry; victory.
1 Infantry vs. 1 Infantry; artillery shots miss, standard battle commences. Anti-Unionist Oklahoma repels the CSA.
1 Infantry vs. 1 Infantry; both sides exchange artillery shots and blow each other up; Anti-Unionist Texas remains free.

Empire of Light

1 Tank, 1 Artillery vs. 1 Infantry; victory.
2 Infantry and 1 Fighter vs. 1 Infantry; while both sides blow each other up, numbers allow Italy to triumph.
2 Infantry, 1 Carrier, 1 Bomber, 2 Fighters vs. 1 Infantry; victory.

New England

1 Destroyer, 1 infantry, 1 fighter vs. 1 Infantry; victory
1 Battleship, 1 infantry + 1 tank division, 1 fighter vs. 1 Infantry; victory
1 Destroyer, 1 infantry + 1 artillery, 1 fighter vs. 1 Infantry; victory
1 Bomber, 1 infantry, 1 fighter vs. 1 Infantry; victory

Mfecane

2 Infantry vs. 1 Infantry; victory
2 Infantry vs. 1 Infantry; victory

Durham

3 Infantry vs. 1 Infantry; victory
1 Infantry, 1 Artillery vs. 1 Infantry; victory
1 Tank vs. 1 Infantry; victory
 
Japan wishes to apologise to Hawaii for making our plans a buff last time; at last we had realised that China needed increased efforts to claim.

Any rate that can now be shorted well...

Imperial Plot.png

We expect to see China divided between us and Mongolia.

What ever the case: Korea is ours!

The numbers will guide our glory well!

For the Land of the Rising Sun!
 
The lock shall be 72 hours.
 
Use 20 EP ponts to build Infastracture in Abkhazia and Armenia
Use 20 EP to buy 4 Tanks
Use 3 EP to buy 3 Artilerry

We shall march and conquer the following regions.Our infantry regiments will be organised to the squads "Caucasian Army A" and Caucasian Army B".A shall have 3 infantry regiments and B shall have 4.

Attack:
Spoiler :




We would also like to offer to Arztoka a trade agreement to help establish formal relationships.
 
Japan has a purpose idea to share with Mongolia and Australia in dividing Eastern Eurasia.

Spoiler idea of empires :


Yellow is what we seek to claim.

Blue is what we purpose be Mongolian areas of claimants.

Green be for Australian claimants.

Grey are up for grabs.

Y/N?

Note we can revise the purposed plots if needed.
 
War and Combat FAQ and Info

1. Blitz capabilities

Infantry can only touch provinces on your borders and so cannot blitz, but tanks can reach two provinces away from your borders.

2. Infantry’s Merits

Infantry may look useless given their incredibly weak values, but their qualities shine when looked at in the bigger picture. They are actually the best defensive unit in the game, yielding three direct defense points for the two gold spent on them. They may not be hardy against artillery, but they make up for it in their ability to blunt attacks through sheer numbers. Infantry also are literal cannon fodder – artillery become less effective against a horde of infantry; it’s a lot easier to kill a tank from afar with an artillery shell than a swarm of individual soldiers. Human wave tactics hold great merit against neutral provinces, as one does not lose units against them even if one is horribly beaten; spamming Infantry is thus a good early game tactic to gobble up land. Infantry are ultimately a good unit for defense if backed up by powerful artillery who can demolish an enemy force before it reaches them.

3. Distribution of Soldiers

For simplicity’s sake, soldiers are always in a pool at each turn’s start, and you assign them tasks each turn akin to a game of RISK, albeit one where the troops are constantly taken off the board and redeployed each turn. It’s not realistic, no, but it does make for simple bookkeeping.

4. Expansionist Opportunism and Its Perils

If you throw all your units at foreign objectives, there will be none left behind to shield your borders and you will be a sitting duck. Newly-recruited units can function as draftees, but they fight at far less effectiveness than soldiers that were raised in prior turns and are battle-hardened already. With risk comes reward, however, as throwing all your units against neighboring territories leads to rapid expansion.

5. Combat Calculations

Normally I’m against mathcrafting, but this game is basic enough I will make an exception.

For the first phase, the artillery attack value is matched against the opponent’s artillery defense, and a roll is made to determine how successful the blow is; the more you have over them the better. Then, the defender also rolls to see how effective their artillery attack is against the enemy’s artillery defense. From this each side loses units.

If neither side has been completely annihilated by the artillery exchange, a direct battle ensues, which is more simple – it is purely the attack value of the attacker versus the defense value of the defender. A roll once more determines the outcome, and depending on the number and stats of the units involved the battle can either be very close or a curbstomp.

As luck plays a factor, it is very rare a military will be completely destroyed; a retreat is more likely than anything else. This is to help prevent destruction by bad luck alone; a country must genuinely stand a chance to win a war, rather than simply scoring lucky hits repeatedly.

In major versus major wars, for simplicity, all forces fighting each other of the same two factions are counted together in one big battle. If Rome is fighting Britain on three continents, for example, statistically it will be treated as one front. The spoils will still be allocated as if the battles were calculated separately, however, for flavor purposes; if Britain lost the overall battle it could still occupy Roman territory on one continent but lose more territory on the other two.

6. Espionage and its Uses

The world of Sons of Mars is one where military technology is advanced enough to see a large buildup far in advance. Ergo, this is why you may as well declare war publicly; your enemy will gain the ability to redo his orders if you try a sneak attack.

There is a way around this, however. If you have sufficient espionage in a target nation, you can actually sabotage their information network, whether through informants, disrupted technology, etc. and thus give your invasion the edge it needs; your sneak attack will go on ahead as planned and the player will not be given the chance to change orders. For the non-aggressive Martian, it's a good idea to keep your espionage department well-funded if there's anyone who might get hungry looking at you, accordingly.

As a note... you can specify not to attack if your sabotage isn't successful.
 
From Egypt
To White Italy and to Blue Sicily:


We would like to ask you not to expand any more in Libya, as it is a territory that belongs to Egypt. You can keep your current territories, but please do not expand in free Libya.
 
Bombardier Restored
Montreal, Quebec


Troops that repelled a rader camp in Quebec have stumbled upon the old Bombardier and have pentioned the Government of the Republic to send construction workers to get the Bombardier plants up to operational conditions. Bombardier, known for it's Aviation and Railroad products in the pre-Catyclysm world. President Maxwell Vance has expressed optimism in Bombardier's products to help run the industrial machine of the New England Republic.

Eastern Airlines Rises From the Ashes
Hartford, Conneticut


Not having seen the light of day and only lived in memories since 1991, way long before the events of the Cataclysm. Johnson Otis founded Eastern Airlines and became President and CEO of the airline. Mr. Otis cited that the post-Cataclysm Eastern Airlines is a spiritual successor to that of the original. With the restoration of the Bombardier plant, Eastern has ordered five Dash 8s and two CRJ900s for use in it's Domestic routes. Mr. Otis has expressed interest in to establish transoceanic flights to Europe and Japan once they have long haul aircraft in their fleet.

Destinations include; Montreal, Pensylvania, Providence, Boston, Hartford, Albany, New York City (JFK), and Washington D.C. (via BWI Airport and connections into the city via Republic Railroad). Eastern's President hopes to expand to other airports once other airports have been restored to working conditions.

Northeast Corridor REconnetced
Washington D.C., Union Station

The rail network that was left abandoned since the Cataclysm, has been finally restored after Republic troops made their way into Union Station in Washington D.C.. The Rail company, Republic Railroad, has been established to handle the railroad transportation across the rail networks not only within the Northeast Corridor network, but also across the rest of the rail network across the New England Republic. Utilizing rolling stock leftover from Amtrak, Canadian National Railway, and CSX.

Starting: 83 EP

10 EP towards Washington State and SoCal
20 into Infrastructure
1 @3 (3) EP Fighter
1 @10 (10) EP Bomber
4 @5 (20) EP Submarines
1 @5 (5) EP Artillery
1 @5 (5) EP Tank
5 EP into Aerial quality
5 EP into Naval quality

Ontario: 1 Destroyer + 1 Infantry + 1 Fighter
Newfoundland: 1 Battleship + 1 Infantry + 1 Fighter
Manitoba: 1 Destroyer + 1 Tank + 1 Fighter
Ohio: 1 Infantry + 1 Artillery + 1 Fighter
Indiana: 1 Tank + 1 Bomber
SoCal: 5 EP
Washington (State): 5 EP

Spoiler :
 
From Egypt
To White Italy and to Blue Sicily:


We would like to ask you not to expand any more in Libya, as it is a territory that belongs to Egypt. You can keep your current territories, but please do not expand in free Libya.

The Nice Federation (aka 'Blue Sicily') assures Egypt that is has reached the Easternmost limit of its planned expansion in Africa.

DT
 
We thank you.
 
Egypt we will not expand further in Africa if you agree not to expand in Israel/Syria/Lebanon. That is the only region we have designs on in the Middle East.

Tani if we pay 5 EP is it guaranteed we will get the territory?

EDIT: Also, if we invest in a technology area will the 'bonus' be effective for this turn or be delayed until next?
 
We thank you.

Can we Please remind Egypt that it still has to take a position on the current offer of a non-aggression pact between the Mfecane and Egypt, as well as that it still has to join the Mfecane and Nice in the partitioning of Africa?
---
Orders:
67 EP
20 EP into 1st Imoto Yempi (tanks)
20 EP into infrastructure
24 EP into more Isibhamu (rifle) regiments
Mugabesusa
(translation:

4 infantry, two fighters and a tank to North Zimbabwe
The rest of the Army that is capable to Other Zimbabwe
or more literally: "Remove Mugabe")
 
Egypt we will not expand further in Africa if you agree not to expand in Israel/Syria/Lebanon. That is the only region we have designs on in the Middle East.

Ok.

Can we Please remind Egypt that it still has to take a position on the current offer of a non-aggression pact between the Mfecane and Egypt, as well as that it still has to join the Mfecane and Nice in the partitioning of Africa?

We accept the NAP. We only want Libya and North Sudan in Africa. We shall mostly expand in Iraq and Arabia.
 
Prussia shall expand as follows:

The First Army Corps (2 armies), supported by 1 Armoured Divison and 1st Air Wing, shall be deployed in Mecklenberg-Vorpommern, and will move to encircle Hamburg with troops (i.e. 1 Army) stationed in Hannover. Following that, the 1st Army Corps (the above) will annex German East Frisia using the 2nd Bomber Squadron and the Second Army Corps (2 more armies). After the conquest of East Frisia, the 1st and 2nd Army Corps, followed by the 5th Infantry Division and the rest of the Armoured Divisions and Air Wings, will regroup in Westphilia, before retaking the Rhineland.



In addition, this will be followed by the raising of the 6th, and 7th Infantry Divisions and 4th and 5th Armoured Divisions, as well as the development of Infrastructure in Silesia, with five new factories being built.
 
Japan has a purpose idea to share with Mongolia and Australia in dividing Eastern Eurasia.

Spoiler idea of empires :


Yellow is what we seek to claim.

Blue is what we purpose be Mongolian areas of claimants.

Green be for Australian claimants.

Grey are up for grabs.

Y/N?

Note we can revise the purposed plots if needed.

No.

I don't fancy getting a full half of the provinces you do.
 
Tani if we pay 5 EP is it guaranteed we will get the territory?

Yes. It's a typical risk versus reward situation.

Also, if we invest in a technology area will the 'bonus' be effective for this turn or be delayed until next?

The bonus becomes effective the following turn.

In other news.

Spoiler :


To quote Adolf Hitler upon Hindenburg signing over the Presidency to him, "Children, this is the greatest day of my life!

Everyone given +22% Infra, one for each year of Blue Blurring.
 
21 hours remain.

Robert Can't
Nedim

Arya126
Sonereal

Double A
Christos200

Red_Spy
KaiserElectric

Terran Emperor
Dem Taqat
 
Top Bottom