Seven-T-Ate
Chieftain
- Joined
- Nov 25, 2002
- Messages
- 18
Updates:
Will be every 2 days, at around 6-7pm. Just check in around then.
To do an update I will need at least 6-7 orders PMed to me. The 6-7 depends on
whether or not there are any battle plans. For Instance: Civ6 attacks Civ7, so I would graciously wait
for Civ7's orders (unless it is a suprise attack and Civ7 is not defending themselves..ie they would have
no reason to move their troops into Civ6's territory or anything).
Units:
Army(ies): 3 gold
Fleets: 5 gold
Movement:
1 movement is from 1 province to another, a new unit being built, a fleet moving from one see to another.
Also, an army being unloaded into a province counts as 1 turn for the army, or defending a province(more below).
ALSO, a new unit may move, it just simply cannot attack
Combat: Values
Army(ies) A(ttack)/D(efense)/M(ovement): 3/5/1
Fleets D/M/B(ombard): 4/1/3
Combat: Bonuses
Defense: +1, this only occurs if the civ sets the army/fleet to defense. For instance, if Civ1 is
at war with Civ2, and Civ1 is going to attack Civ2 in province 1, and Civ2 knows this, Civ2 can set their unit(s)
on defense and get a +1 bonus. Also, a civ can set their units on defense while at peace for a price of 3g per turn,
per unit(Army1 is defense, Army2 is defense = 6g for 1 turn)
Attacking: +1, this is not a +1 for the units attack value, this helps determine battles. See below for details
Suprise Attacks: +1 a/b, If a civ just randomly decides to attack another, and they attack with an army then the
army gets a +1 to it's attack. If Civ1 suprise attacks Civ2 with a fleet then the units get +1 bombard. Keep
in mind that the element of suprise is lost after the initial attack. Combat: Battles:
The outcome of a battle is determined a number of ways.
Land Battles: If Civ1 & Civ2 are at war, and Civ1 has 4 armies in Province1, which borders Province2 that is
owned by Civ2, then Civ1 moves their army into Province2, and Civ2 has 3 armies on defense in Province2...the number
of armies that Civ1 has moved to Province2, +1 for the attack bonus, must be greater than the number of armies Civ2
has in Province2 (3), plus it's defense bonus 4+1=5, 3+1=4. Province 2 is overtaken by Civ1, and Civ2 is sent packing.
The same applies to sea/ocean battles.
Buildings/Improvements
Town Halls: 7 gold(takes up an entire turn of movement orders for an army IN a province, +5g per turn from turn
built)
Barracks: 10 gold(takes up an entire turn of movement orders for an army IN a province, allows you to build
armies in the province, requires a town hall)
Harbors/Docks: 12 gold(takes an entire turn of movement orders for an army IN a province, allows you to build
fleets, can only build these in coastal provinces)
Town: 15 gold (takes an entire turn of movement orders for an army IN a province, +5g per turn from turn built).
Money:
From the get-go every Civ starts with 10g, and a capitol city(but you do not get the city bonus the first turn)
Towns: +5g per turn
Cities: +10g per turn. (cannot be built, upgraded from a town after 10 turns)
Metropolis: +15g per turn. (cannot be built, upgraded from a city after 10 turns AS A CITY)
Provinces: +3g per turn after for every 5 provinces. IE: Civ1 has 5 provinces, they get +3g per turn.
Banking:
A civ is allowed to bank 30g not counting monetary gifts from other civs. If you purposefully set up money
pyramids (IE: Civ1 gives Civ2 10 gold to keep and then later asks for it back...often know as CHEATING THE SYSTEM) I
will find out, and you will lose that amount of gold for EACH civ involved for 2 turns.
Allowed Diplomatic Agreements/Alliances:
ROP, DPP, MPP, DMZ, Trade Embargo, Trades.
Tell me if you think I need to add anything/subtract anything, or just plain shut up....I'll only do this if 6 of the 13 countries are taken.
Map...here.
Countries/Civs:
United Kingdom: Jason The King
Germany: erez87
Carthage
Spain: clock_tick
Russia: Anarchy Rulz
Austria: Heine
Sweden: Toasty
France
Poland
Egypt
Italy: Naervod
Greece
Turkey: Erik Mesoy
((oops...forgot to add the list of civs...))
Will be every 2 days, at around 6-7pm. Just check in around then.
To do an update I will need at least 6-7 orders PMed to me. The 6-7 depends on
whether or not there are any battle plans. For Instance: Civ6 attacks Civ7, so I would graciously wait
for Civ7's orders (unless it is a suprise attack and Civ7 is not defending themselves..ie they would have
no reason to move their troops into Civ6's territory or anything).
Units:
Army(ies): 3 gold
Fleets: 5 gold
Movement:
1 movement is from 1 province to another, a new unit being built, a fleet moving from one see to another.
Also, an army being unloaded into a province counts as 1 turn for the army, or defending a province(more below).
ALSO, a new unit may move, it just simply cannot attack
Combat: Values
Army(ies) A(ttack)/D(efense)/M(ovement): 3/5/1
Fleets D/M/B(ombard): 4/1/3
Combat: Bonuses
Defense: +1, this only occurs if the civ sets the army/fleet to defense. For instance, if Civ1 is
at war with Civ2, and Civ1 is going to attack Civ2 in province 1, and Civ2 knows this, Civ2 can set their unit(s)
on defense and get a +1 bonus. Also, a civ can set their units on defense while at peace for a price of 3g per turn,
per unit(Army1 is defense, Army2 is defense = 6g for 1 turn)
Attacking: +1, this is not a +1 for the units attack value, this helps determine battles. See below for details
Suprise Attacks: +1 a/b, If a civ just randomly decides to attack another, and they attack with an army then the
army gets a +1 to it's attack. If Civ1 suprise attacks Civ2 with a fleet then the units get +1 bombard. Keep
in mind that the element of suprise is lost after the initial attack. Combat: Battles:
The outcome of a battle is determined a number of ways.
Land Battles: If Civ1 & Civ2 are at war, and Civ1 has 4 armies in Province1, which borders Province2 that is
owned by Civ2, then Civ1 moves their army into Province2, and Civ2 has 3 armies on defense in Province2...the number
of armies that Civ1 has moved to Province2, +1 for the attack bonus, must be greater than the number of armies Civ2
has in Province2 (3), plus it's defense bonus 4+1=5, 3+1=4. Province 2 is overtaken by Civ1, and Civ2 is sent packing.
The same applies to sea/ocean battles.
Buildings/Improvements
Town Halls: 7 gold(takes up an entire turn of movement orders for an army IN a province, +5g per turn from turn
built)
Barracks: 10 gold(takes up an entire turn of movement orders for an army IN a province, allows you to build
armies in the province, requires a town hall)
Harbors/Docks: 12 gold(takes an entire turn of movement orders for an army IN a province, allows you to build
fleets, can only build these in coastal provinces)
Town: 15 gold (takes an entire turn of movement orders for an army IN a province, +5g per turn from turn built).
Money:
From the get-go every Civ starts with 10g, and a capitol city(but you do not get the city bonus the first turn)
Towns: +5g per turn
Cities: +10g per turn. (cannot be built, upgraded from a town after 10 turns)
Metropolis: +15g per turn. (cannot be built, upgraded from a city after 10 turns AS A CITY)
Provinces: +3g per turn after for every 5 provinces. IE: Civ1 has 5 provinces, they get +3g per turn.
Banking:
A civ is allowed to bank 30g not counting monetary gifts from other civs. If you purposefully set up money
pyramids (IE: Civ1 gives Civ2 10 gold to keep and then later asks for it back...often know as CHEATING THE SYSTEM) I
will find out, and you will lose that amount of gold for EACH civ involved for 2 turns.
Allowed Diplomatic Agreements/Alliances:
ROP, DPP, MPP, DMZ, Trade Embargo, Trades.
Tell me if you think I need to add anything/subtract anything, or just plain shut up....I'll only do this if 6 of the 13 countries are taken.
Map...here.
Countries/Civs:
United Kingdom: Jason The King
Germany: erez87
Carthage
Spain: clock_tick
Russia: Anarchy Rulz
Austria: Heine
Sweden: Toasty
France
Poland
Egypt
Italy: Naervod
Greece
Turkey: Erik Mesoy
((oops...forgot to add the list of civs...))