Lighthearter
President of the United States
Welcome . . . .
A hundred years ago, humanity was consumed by a horrible nuclear war. Now, scattered bands of survivors and barely-cohesive nationstates are working together to establish a new order across the world. But there are other nations forming, and even beyond that there are dangers rising that these leaders will have to deal with.
Do you have what it takes to lead a nation? Can you build a civilization that will stand the test of time? Will you give rise to a Legend for all time?
__
Da rules:
Short, sweet and to the point: I am the GM. What I say goes. Be civil, be mature, be rational, be respectful, be on-topic, don't spam(too much, at least . . . I can't get none, can I?).
There, that was easy. Now, on to the game rules!
Starting out:
Claim five territories and designate one as your capital. Very simple. Now, onto the mechanics:
Basic Information:
The three factors you need to consider every turn are: Unit Cap, Leadership Points, Research Points and Industrial Capacity. Here's how they work:
Every province provides 4 Unit Cap. For each point of Unit Cap, you can support one military unit of any type.
Every province provides 1 Leadership point. Every five leadership points your nation acquires, you can gain a new Army or Fleet. You can decommission a Fleet for an Army at any time. Fleets and Armies move around the strategic map and engage each other, serving as tokens through which you deploy the troops in your national pool. Fleets move 3 Seazones per turn, Armies move 2 Provinces.
Every province provides one Industrial Capacity. For every point of IC, you can build one unit per turn.
Research Points are handled separately. If you have fewer than 30 Unit Cap, the difference is made up in Research Points(minimum 5). Research Points are used to research new units.
Colonies are territories you have claimed overseas from your capital. They provide nothing, but can have Structures built on them(we'll get to that later).
You can claim one province per turn. They provide bonuses the turn AFTER they are claimed.
Structures in colonies are: Research Lab(+1RP), War College(+1LP), and Colonial Milita(+2Unit Cap). Only one can be built at a time per colonial territory.
When a province is taken militarily, it provides only one Unit Cap and no other resources to the occupying force until peace is made. Whichever faction holds the province after peace gains full benefits the turn after the treaty is signed.
Some provinces have special bonuses. They are not marked, but use common sense when thinking of globally important locations depending on what you're looking for. Placing a capital/Colonial Structure in a special territory might lead to further bonuses. You cannot move your capital unless you lose it in a war and fail to get it back.
Events will occur, based on my view of global events and what is logical to assume. Be careful and be at least somewhat realistic. Roleplaying is the heart and soul of IOT and I would dearly love to see some of that here.
So in short: The more land you have, the more troops you can get and the more Commands, but the smaller you are the more technology and thus quality you can possess. Your call.
Unitlist:
Land:
Infantry: Very weak unit, but gains a Combined Arms bonus when working with any other type of unit. Capable of easily destroying unscreened Tanks.
IFVs: Light vehicles meant to support infantry. Exceedingly vulnerable to anything but footmen.
Tank: Strongest initial land unit in direct combat, but vulnerable to aircraft and Infantry if not screened by AA and its own Infantry.
Artillery: Basic artillery weapon. Good against Infantry and IFVs, but very vulnerable to attack of any sort.
Anti-Aircraft: Tank with AA missiles. Provides anti-air support for ground units. Defenseless against ground forces.
Anti-Tank: Tank with AT missiles. Obliterates Tanks, but weak if confronted with Infantry and Artillery.
Air:
Fighter: Jet with ATA missiles. Good at taking down other aircraft.
Strike Jet: Airplane equipped with anti-tank missiles and laser-guided bombs. Good against ground units.
Naval Bomber: Strike Jet variant with anti-ship missiles used against battlefleets. Capable of attacking Submarines.
Bomber: Strategic bomber. Nearly useless in a tactical battle, but capable of temporarily knocking out Unit Cap, Research Points and Industrial Capacity if used strategically.
Attack Helicopter: Only Air unit that requires deployment with Armies. Good against Tanks and Artillery, but vulnerable to AA and Fighters.
Naval:
Frigate: Fast subhunting ship. Capable of attacking Submarines and gains a bonus against Air units.
Destroyer: Basic combat ship. Good against Frigates.
Submarine: Excellent against Destroyers and Carriers, can only be attacked by Frigates, Naval Bombers and other Submarines.
Aircraft Carrier: The ultimate naval vessel, very weak if directly attacked, but capable of pounding enemy ships from afar and even providing support to air/land battles in coastal provinces.
Map:
Let the games begin!
-L
A hundred years ago, humanity was consumed by a horrible nuclear war. Now, scattered bands of survivors and barely-cohesive nationstates are working together to establish a new order across the world. But there are other nations forming, and even beyond that there are dangers rising that these leaders will have to deal with.
Do you have what it takes to lead a nation? Can you build a civilization that will stand the test of time? Will you give rise to a Legend for all time?
__
Da rules:
Short, sweet and to the point: I am the GM. What I say goes. Be civil, be mature, be rational, be respectful, be on-topic, don't spam(too much, at least . . . I can't get none, can I?).
There, that was easy. Now, on to the game rules!
Starting out:
Claim five territories and designate one as your capital. Very simple. Now, onto the mechanics:
Basic Information:
The three factors you need to consider every turn are: Unit Cap, Leadership Points, Research Points and Industrial Capacity. Here's how they work:
Every province provides 4 Unit Cap. For each point of Unit Cap, you can support one military unit of any type.
Every province provides 1 Leadership point. Every five leadership points your nation acquires, you can gain a new Army or Fleet. You can decommission a Fleet for an Army at any time. Fleets and Armies move around the strategic map and engage each other, serving as tokens through which you deploy the troops in your national pool. Fleets move 3 Seazones per turn, Armies move 2 Provinces.
Every province provides one Industrial Capacity. For every point of IC, you can build one unit per turn.
Research Points are handled separately. If you have fewer than 30 Unit Cap, the difference is made up in Research Points(minimum 5). Research Points are used to research new units.
Colonies are territories you have claimed overseas from your capital. They provide nothing, but can have Structures built on them(we'll get to that later).
You can claim one province per turn. They provide bonuses the turn AFTER they are claimed.
Structures in colonies are: Research Lab(+1RP), War College(+1LP), and Colonial Milita(+2Unit Cap). Only one can be built at a time per colonial territory.
When a province is taken militarily, it provides only one Unit Cap and no other resources to the occupying force until peace is made. Whichever faction holds the province after peace gains full benefits the turn after the treaty is signed.
Some provinces have special bonuses. They are not marked, but use common sense when thinking of globally important locations depending on what you're looking for. Placing a capital/Colonial Structure in a special territory might lead to further bonuses. You cannot move your capital unless you lose it in a war and fail to get it back.
Events will occur, based on my view of global events and what is logical to assume. Be careful and be at least somewhat realistic. Roleplaying is the heart and soul of IOT and I would dearly love to see some of that here.
So in short: The more land you have, the more troops you can get and the more Commands, but the smaller you are the more technology and thus quality you can possess. Your call.
Unitlist:
Land:
Infantry: Very weak unit, but gains a Combined Arms bonus when working with any other type of unit. Capable of easily destroying unscreened Tanks.
IFVs: Light vehicles meant to support infantry. Exceedingly vulnerable to anything but footmen.
Tank: Strongest initial land unit in direct combat, but vulnerable to aircraft and Infantry if not screened by AA and its own Infantry.
Artillery: Basic artillery weapon. Good against Infantry and IFVs, but very vulnerable to attack of any sort.
Anti-Aircraft: Tank with AA missiles. Provides anti-air support for ground units. Defenseless against ground forces.
Anti-Tank: Tank with AT missiles. Obliterates Tanks, but weak if confronted with Infantry and Artillery.
Air:
Fighter: Jet with ATA missiles. Good at taking down other aircraft.
Strike Jet: Airplane equipped with anti-tank missiles and laser-guided bombs. Good against ground units.
Naval Bomber: Strike Jet variant with anti-ship missiles used against battlefleets. Capable of attacking Submarines.
Bomber: Strategic bomber. Nearly useless in a tactical battle, but capable of temporarily knocking out Unit Cap, Research Points and Industrial Capacity if used strategically.
Attack Helicopter: Only Air unit that requires deployment with Armies. Good against Tanks and Artillery, but vulnerable to AA and Fighters.
Naval:
Frigate: Fast subhunting ship. Capable of attacking Submarines and gains a bonus against Air units.
Destroyer: Basic combat ship. Good against Frigates.
Submarine: Excellent against Destroyers and Carriers, can only be attacked by Frigates, Naval Bombers and other Submarines.
Aircraft Carrier: The ultimate naval vessel, very weak if directly attacked, but capable of pounding enemy ships from afar and even providing support to air/land battles in coastal provinces.
Map:
Spoiler :

Let the games begin!
-L