Imperium Offtopicum: The Zombies are Arising!

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My first thread was, clearly, a failure. I did not organize it well and it was darn complex. Here's my new (Simplified) version.

Introduction

The Mayans were right. December 21st, 2012 was a dark, bleak day. The Mayans were certainly not completely correct. The world exists still. But the dead have conquered it. Well, at least the known world of the Mayans. Washington sent out a distress call, but Eurasia and Africa were busy fighting World War III and were unable to come to their aid. South America is a total mess, being fought over by various revolutionaries using guerrilla warfare and terror to impose their will.

That leaves North America. Somehow and suddenly, on December 21st, 2012, the dead began to rise. By Christmas day, half of the population was annihilated, along with the governments of Cuba, Mexico, Canada, and the US. In addition to that, Denmark has lost Greenland, being too busy fighting at home to put down the Zombie attack.

Suddenly, on Christmas day, the Zombies stopped, the corpses returned to their tombs, and there was no more death. But the death that had already happened was so devastating it changed life forever. Christmas presents were not distributed, they were sold to make enough money to eat.

In this new world climate, a small group of former politicians have promised to end this threat once and for all and to rebuild society. Some have allowed their people to elect them into their positions of power, others have set up a hereditary system, others have taken power by brute force. All however have one vision, to ensure that if the Zombies arise again, the land they control will be saved through their leadership. But not only do they have the threat of Zombie invaders, they also face the threat of Al Queda, who has decided to use this opportunity to terrorize the area into accepting Islam. The Saudis, busy fighting Shiite invaders from Iran, have decided to ignore them and allow them to do as they will in North America.

How to Play

Major sections are bolded, underlined, and in size 4. Subsections are bolded and underlined but kept at size 2. This is for ease of reading. Please let me know if there are problems with the OP.

Starting Out

The Zombies are Rising is a map of North America. You will start off with six territories. There are two types of territories, large and small. Large territories cost 2 claims, small ones cost 1. All territories in Canada and Mexico, the territory of Greenland, the US states of Alaska, Hawaii, Delaware, and the New England states, as well as Washington DC are small. The US states not on this list and Cuba are large.

Cuba and Florida are considered connected by sea, as are Hawaii and California. This allows attacks to be made between those territories, and it also allows you to claim between them as if they were connected. Any other overseas claiming costs double, until a colony of 5 territories is established.

Large territories produce twice as much money and have slightly better defense.

You must choose one territory to be your capital. This territory will probably not be able to be replaced, and if you lose it you will face severe penalties. Hold it at all costs. Try to keep it surrounded by friendly territory.

You must also choose your government and economic system. There are three government systems and three economic systems. You will also have to PM me three missions for your nation from the list that will be found below.

Government Systems:

Dictatorship: Rule by 1, usually by force of arms. Powerful military benefits, but economy suffers from corruption.

Benefits: Allows you to maintain an additional army free of upkeep cost.

Disadvantages: Technology 10% more expensive.

Democracy: A system where the people are supreme, they elect you into power, and you rule on their behalf.

Benefits: Technology 10% cheaper.

Disadvantages: May not declare war against a human player without senate approval (Will be provided if you have a valid casus beli), one less army provided free of upkeep cost.

Monarchy: The ruler is not elected, but he rules with the benefit of the people in mind, with the help of a Parliament (That may or may not be elected), and you rule within the constraints of the Constitution.

Benefits: 16% chance of a free bonus card each turn.

Disadvantages: May not be used with Communism

Economic Systems

Capitalism: a system where most goods are provided by the private sector.

Benefits: +1 Tribute per 5 territories per turn.

Disadvantages: Chance of fraud (Which will weaken your treasury), very small chance of Market Collapse (Which will severely damage your country.)

Socialism:
a system where government heavily regulates the economy but does not control it.

Benefits: None
Disadvantages: Small Chance of Fraud, extremely small chance of Market Collapse

Communism: A system where the government controls the economy, not the private sector.

Benefits: No Chance of Fraud or Market Collapse

Disadvantages: -1 Tribute per 5 territories you control.

Missions

You must choose three missions from this list and send them to me IN A PM. If you post them publicly, people will see them and try to stop you. PM them.

If you accomplish all 3, you will win the game. If you fail, other missions will be provided later, but the sooner you complete them the better.

Manifest Destiny: Control 70 territories at the start of any turn. Large territories count as 2 for this purpose (As well as for government modifiers.)

Zombie Killer: Successfully invade 25 territories controlled by zombies (I will keep track of this and it will be common knowledge where everyone is at, but it won't be common knowledge who is going for this.)

Blitz: Declare war and take more territories from your opponent then they take from you at the end of turn 10.

Pacifist: Do not go to war with a human player for any reason in the first 20 turns.

Arms Race: Be the first player to have 3 ICBMs.

Science Whiz: Be the first player to research 15 technologies.

War on Terrorism: Stop Al Queda (Info on how to do this will be discovered as the game is played.)

The Diplomat: Get elected as Continental Council leader three times.
Claiming Territories and Collecting Income

At the start of your turn, you may claim 4 territories unless you are at war with a human player (You are always at war with the Zombies and Al Queda, so you can obviously claim when at war with them.) Claiming a large territory counts as 2 as usual.

You then collect 1 Tribute for each small province you have and 2 for each large province you have. You do collect income for territory on the turn you claim it. When doing this, subtract 2 from your gains per army you control that you do not have free support for.

Spending Tribute

Tribute, if you haven't guessed it yet, is the money system. It can be spent in a variety of ways.

Armies: Each army costs 10 tribute, times the number you already have (Your first army is free.) Each army you have allows you to attack once.

Attack Pods: Each attack pod costs 3 Tribute times the number you already have. The Zombie forces destroyed all navies and air forces, and it will be too expensive to rebuild them. Instead, scientists have took the remains of an old shuttle and put a flaming tube at the bottom. These shuttles (Called attack pods) will carry armies all the way across North America. An Attack Pod must be used to invade a territory not adjacent to yours (Attacks between Hawaii and California or Cuba and Florida are allowed without an attack pod because they are considered adjacent.) Use of an attack pod to attack destroys the pod, but pods are cheap and require no support cost.

Robotic Armies: Robotic Armies do not require upkeep, but they cost 50 tribute times the number of robotic armies you already control. Robotic Armies have 2 added to their die roll. You may only control two at a time, three with military tech 10.

Factories: Factories Cost 20 Tribute times the number you already have. They allow you to automatically gain 2 extra tribute per turn for the rest of the game. You may build as many factories as you like (And are willing to pay for.) They must be placed in a large territory and may be conquered.

Technology: There are 2 types of technology in the game, Military and Civilian. Military technology increases the strength of your armies by 1, while civilian technology increases your tribute gained per turn by 1 for each 10 territories you control. However, there are a few significant military and civilian techs that do significant things.

Military Tech 3: Allows the use of attack pods (They cannot be bought or used before military tech 3 is researched)

Military Tech 4: Allows you to support a second army for free. (Third with Dictatorship, first with Democracy.)

Military Tech 5: Allows you to produce Robotic Armies.

Military Tech 7: Allows ICBMs (Nuclear Weapons) to be constructed. Also Allows you to support a third army for free. (Fourth with Dictatorship, second with Democracy.)

Military Tech 10: Allows you to support a fourth army for free. (Fifth with Dictatorship, third with Democracy.) You may also control a third robotic army.


Civilian Tech 3: Allows Construction of Factories.

Civilian Tech 4: First to research founds the Continental Council

Civilian Tech 6: Allows Establishment of Colonies

Civilian Tech 9: Allows cleaning of Nuclear Fallout

All Technologies cost 20 Tribute times the number of that type of tech you already have. You start with the first military and civilian tech.

Bonus Cards: Cost 20 Tribute times the number you have, these will give you various, unknown bonuses. You may have up to 3 at a time.

ICBMs:

ICBMs cost 100 tribute times the number you already have. They are devastating. If you build them illegally, everyone will get a casus beli against you, same if you use them against anyone unless in retaliation against nuclear attack. They will also bring the world much closer to ending (More info later.)

If you launch an ICBM, the province you launch it at and the provinces touching it are totally wiped out. They will be totally useless until Civilian Tech 9 (Though they will still technically be owned by the same player.

Cleaning ICBM damage: After researching civilian tech 9, you may clean nuclear fallout off a province by paying 20 tribute. The province will then be totally usable again.

Changing Government:

You may change your government and/or economy by paying 20 tribute for each change during this phase.

Colonies: After you research Civilian Tech 6, you may establish colonies on other planets. You may establish one colony per turn. Colonies cannot normally be attacked but may be peacefully traded. You must pay 20 tribute times the number you already have to attempt colonizing and throw the die. You must at least the establishment difficulty rating to successfully establish the colony, otherwise you fail and the tribute is wasted.

The tribute bonus for colonies is not modified by anything, you simply collect it each turn. Colonies are not territories and are not counted for other modifying purposes.

Colony List:

Moon

Difficulty Rating: 2

Tribute Bonus: 6

Mercury

Difficulty Rating: 3

Tribute Bonus: 2

Venus

Difficulty Rating: 4

Tribute Bonus: 7

Mars

Difficulty Rating: 2

Tribute Bonus: 10

Asteroid Belt

Difficulty Rating: 4

Tribute Bonus: 2

Jupiter

Difficulty Rating: 4

Tribute Bonus: 12

Saturn

Difficulty Rating: 4

Tribute Bonus: 10

Uranus

Difficulty Rating: 5

Tribute Bonus: 9

Neptune

Difficulty Rating: 5

Tribute Bonus: 8

Pluto

Difficulty Rating: 6

Tribute Bonus: 2

Also note: the reason the Gas Giants are worth so much is because it is quite possible they could be worth a lot, we would just have zero idea how to exploit it with current technologies. I also did this because they were so difficult to colonize. Also note, a colony would be building a permanent space station there to collect resources, not a full on colonization of the entire planet (Which would be impossible for many of those planets.)

You may control one colony per 10 ground territories you control. If you lose territory so that you don't have enough, you may continue to maintain your old colonies, but you may not found any new ones.

If you lose your capital, you lose all of your colonies.

You may begin paying for anything (Except a Colony Expedition)

Auctions: FARC always has need for money to take over Columbia, so they will frequently put things up for auction to the highest bidder. You can't go into debt, so make what you've got count.

Combat

You may attack once per army (Or Robotic Army) you have. You must attack a territory that is adjacent to you or use an attack pod.

Attack Strength is calculated in the following way. You get one attack strength per military tech you have. Then I will roll 2 dice for each of you. High number wins. Defender wins ties.

The Attacker adds 2 to his strength if attacking with a Robotic army.

The Defender Adds 1 to his strength if defending a large territory.

The Defender adds 1 to his strength if the attacker is using an attack pod.

The Defender wins ties.

If the Defender wins by 4 or more, the attacker loses his army. Otherwise, the attacker's army survives, but he doesn't take the territory.

You may attack and claim when you are only fighting the Zombies and Al Queda.

Losing your capital: The following happens if you lose your capital.

You lose all interplanetary colonies you owned. The player who took your capital gets them. You'll have to take their capital to get them back, or make a deal.

Your income is halved.

You may not maintain any colonies when you are not holding your capital. On the rare chance you take someone else's capital while yours is under occupation, the colonies are lost and must be reestablished.

Armageddon Counter

The Armageddon Counter starts at 100 and counts down. Success by the Zombies in combat, frequent warfare, and especially nuclear warfare will reduce the number. If it hits 0, you all lose. Use common sense, actions that would reduce world stability will probably reduce the Armageddon Counter.

Continental Council

As soon as Civilian Tech 4 is researched, that player founds the Continental Council. The Continental Council exists to solve disputes amongst players.

You must first elect a leader. The Leader is elected by majority vote. The player who built it and the player who has the most territory are the candidates.

A majority vote is needed to elect a leader, in case of a tie, the player who built it gets leadership.

An election happens every 10 turns.

The Leader may propose any votes to be put before the council, and 60% approval is needed to pass them. Any players who disobey face every other player getting a casus beli against them.

Nuclear Weapons may only be legally built by the leader and the two players with the most territory. It may also be proposed by anyone and ratified by 50% vote to let a new player into the club. If you build them illegally, everyone gets a casus beli against you.

If you build a nuke legally, you permanently have the right to build more legally unless its taken away by 60% vote after being proposed by the leader.

Border disputes may also be settled here by majority vote.

Casus Beli:

You are required to have an excuse to go to war if you are a Democracy, and even if you aren't it is advisable that you do. The following excuses are valid:

Border Dispute (Either before taking it before the Continental Council or Afterward if they ruled in your favor and your opponent does not comply.)

They build nukes illegally.

They defy a resolution against them.

They use a nuke (Except in retaliation against a nuclear attack.)

They nuke a territory next to your nation (Even if in retaliation against a nuclear attack.)

They invade someone else without a casus beli.

They are far ahead of the other players (Ask for Confirmation.)

Their in game rhetoric is ridiculous (Ask for Confirmation)

Any other reason you deem necessary (Ask if its valid.)

Attacking without a casus beli gives everyone a casus beli against you.

Map

I seriously am unable to find a map that has all the states for the US, Canada, and Mexico, so I am forced to yet again use two maps. I plan to try to find a single map, but in the event I can't I'll just have to deal with it. If you know of one, I would ask you provide it, even if you are not in the game.

Everything but Mexico:

http://www.worldatlas.com/webimage/countrys/namerica/naoutl.gif

Just remember the only Caribbean Island in the game is Cuba, and the stuff South of Mexico isn't in the game.

Mexico map http://www.pickatrail.com/jupiter/location/north_america/mexico/map/mexico.gif I am going to reserve one post for players list, then please join!:)
 
Marylander Empire
EDIT:Maryland(capital, Virginia, Delaware, and DC are my starting territories and we're a Capitalist Monarchy.
 
Marylander Empire

how many territories do I get to pick, just one?

Six, but Cuba, and each US territory except Alaska, Hawaii, Delaware, Washington DC, and the New England states are large and count as 2.

EDIT: You can claim the other three if you drop Delaware, because the other three add up to 6. Delaware would add up to 7.

I can assume Maryland is your capital as well yes?
 
This game is canceled due to a lot of negative criticism and small interest. I take no offense, it was a gimmicky, experimental idea. I am developing a Middle Ages game with fan input HERE
 
It's good that you tried it at least, to be honest I was toying around with the idea before you realest yours.
 
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