Gzz
Warlord

For the start, you choose ten territories, you spend your starting 15 production points on the starting armies and buildings and, of course, you will need to write a background for your nation.
Movement: you can move an infinite number of armies/fleets as long you move it to a bordering territory (unless the land units are on a transport or the Infantry is on a Helicopter Squad).
Attack: Each unit has his own stat about how many dice to roll in attack and defense ( if the stat is "0", then the unit cannot defend/attack) : the attacking units confront their total attack stat with the defense stat of the defender, then X ( where X is the total number of units ) 6-faces dices are rolled : if the attack and defense stat are equal, 1-3 is an win for the attacker for that fight, if it's a 4-6, then it's a defender win; but, if the attack and defense values aren't equal, then a +1 to the attacker/defender roll ( according whose side has a bigger value), naturally, if the +1 go over the 1/6, then the attacker/defender lose for default.
Example : 2 basic infantry attack an Elite Infantry : 3 dices are rolled :
1,5,2.
The elite infantry is killed, but so is a Basic infantry.
An Heavy Armour Division attacks two Light Armour Divison, because the attack value of the Heavy Armour Division is higher by 1 than the total Defense value of the two Light Armour Divisions, a +1 is added; the rolls are :
4,1,1
In a normal case, the Heavy Tank Division should be destroed, but because the attacker has a 1+ bonus, the 4 is an attacker win.
But there are some territories that are more easy to defend than the average, thus, some territories ( highlighted by a light gray four-tip star) are said "Easy to Defend", and thus they add a die in defense.
Diplomacy: Well, pretty much self-explanatory, no limits in it but that both partiess must agree.
Unit Creation: Each territory, unless specified or is a crossroads (which gives 3 points Production and marked by a purple dot on the territory) gives a Production point, usable for the creation of armies, cities, or commercial bases.
A city costs 3 points and gives a free Basic Infantry unit and two production points each turn
A commercial base costs 5 production points and gives 3 each turn turn and cannot be destroyed (unlike the armies and city), so when you lose a territory, the commercial base in it is took by the enemy. The accumulated points are NOT lost at the end of the turn.
The units are:
Basic Infantry : Attack 1 Defense 1 Cost 1
Elite Infantry : Defence 2 Defence 2 Cost 1 Only in the initial territories (can only be produced in the territories held right from' the beginning of the game)
Anti-aircraft machine gun: Attack 1 Defense 1 Cost 1
anti-aircraft (can attack air units)
SAM: Attack 2 Defense 2 Cost 3 anti-aircraft
Cavalry Division: Attack 1 Defense 2 Cost 2
Light Armored Division: Attack 2 Defence 2 Cost 2
Medium Armoured Division : Attack 3 Defense 2 Cost 3
Heavy Armored Division: Attack 5 Defense 3 Cost 6
Light Artillery: 2 Attack 1 Defense 3 Cost 3
Heavy Artillery: Attack 1 Defense 5 Cost 4 Multiple kills of Infantry ( every win by this unit counts as two kills insted of one against Infantry )
Fighter: Attack 1 Defense 1 Cost 3 anti-aircraft,
Airplane (can only be attacked by anti-aircraft units)
Reaction Fighter : Attack 2 Defense 2 Cost 4 anti-aircraft, Airplane
Bomber: Attack 4 Defense 0 Cost 4 Airplane
Helicopter team: Attack 2 Defense 2 Cost 2 Air Transport (may carry infantry units over a neutral or hostile territory without flak)
Destroyer: Attack 1 Defense 1 Cost 2 antiaircraft
Cruiser: Attack 3 Defense 2 Cost 3
Battleship: Attack 3 Defense 2 Cost 3
Transport: Attack 0 Defense 0 Cost 2 Maritime transport (can carry up to 4 units of land through the sea).
Unique Units: once a background is created, I will create a Unique Unit for everyone. It isn't needed an elaborate background for having a decent Unique Unit, but more the background is good, more the Unique unit will be so.
Technical Squad (Great Lakes Confederation unique unit) : Attack 2 Defense 2 Cost 3, Repair ( if a Tank unit or an Artilllery units is going to be destroyed in a battle, kill this unit instead).
Floggers ( Polish-Lithuanian Commonwealth unique unit) : Attack 4 Defense 4 Cost 4, Fanatical ( this unit is always killed first in a roll, but if this unit is killed in Defense, the other units of the smae side get a +1 in Defense for that battle, and in attack they alway wins a roll, no matter what)
Joventud ( Cuba unique unit) : Attack 3 Defense 1 Cost 5, Volunteers ( this unit win every time a roll in defense)
Research: Each turn, you have to spend at least one production point in research (if you want you can spend more): every twenty points spent on production, a new technology is discovered: send me the background of 'units / infrastructure (at your choice) that you want to create and I will do the stats, the 'units / infrastructure will be added to the list of units / infrastructure.
Events: At the start of each turn, I will assign everyone an event that can be good or bad. This will vary from Conscription Boom to Alien Artifact Discovered.