All Out War: Wreck Thy Neighbor!

Tani Coyote

Son of Huehuecoyotl
Joined
May 28, 2007
Messages
15,191
The year is… whatever. It doesn’t really matter.

Alien Space Bats, teenage time travelers, psychotic cultists, a zombie apocalypse, or whatever else, the world as we know it is gone. As is most of its logic.

The only thing real anymore is power. Limitless power. And there’s no better way to model that than a war economy so omnipresent it makes Metal Gear Solid blush.

Welcome to All Out War, a RISK-inspired game that has you balance militarism and intelligence gathering on your way to become supreme overlord of this dirtball we call a planet.

Starting Out

Blank Map

Region Map (different regions have the same color for convenience)

Pick a name, color and 10 provinces; mark one as your capital and will be symbolized on the map. You will be given 10 units. Be as realistic as you want or as zany as you want. The Neo-Byzantine Emperor's 501st Legion is just as competent as the Awesome Face Brigade of Spamingrad in battle.

In the event you are destroyed, you are welcome to return as a new state two turns later (that is, you must skip the turn after your initial start was destroyed). This is for the benefit of those players who are likely to be eliminated in the early game as a result of bad fortune.

Capitals may be moved once per turn at no penalty; the move only comes into effect after all wars have been processed (even if you have advance warning of enemy plans).

Economics

No tall empires here. Income is derived entirely from land. Every province generates 1 EP.

EP can be banked, but banked EP is stolen if your capital falls.

If you control an entire region (demarcated by a thicker border; islands that are part of a region are joined by a thick line), you receive a bonus of +0.5 EP per province in that region for as long as you control it. Some island provinces do not belong to a region.

If you control an entire continent, you receive 0.5 EP for every province in that continent. Essentially, controlling a continent doubles the EP it provides (after factoring in the cumulative region bonus).

Military and War

Keeping it simple. Every unit is all inclusive and includes support forces. Every unit costs 3 EP and can be used the turn it is built.

When two units engage, an RNG roll of 1-6 is used. Ties are resolved in favor of the defender, except in the case of neutral provinces, where the attacker wins. When a unit loses, it is destroyed. After all units are destroyed, a province is taken. Neutral provinces are always defended by only 1 unit.

Units can freely land on any coastal province, provided you are not landlocked. There is no penalty for amphibious attacks, surprise attacks, etc. You leave your flank unguarded at your own risk.

Captured capitals grant an EP bonus (spendable next turn) equivalent to one-fourth (rounded up) of what the capital’s empire generated the turn it was taken.

For simplicity, units have global reach and are put back in a global pool each turn (unless units get isolated somewhere), in which case they will be marked with a number. When attacking, specify how many units are attacking how many provinces and where, and when defending, specify the same. To maximize defensive ability or expansion, you can leave rear/interior provinces unguarded (so as to pool your units at the front lines or pool them for an offensive).

Unguarded territory falls without a battle, but you can only capture 1 province per 1 unit.

Intrigue

Making this more than a game of RISK is another factor: the intrigue game. You can invest EP in another country, representing intelligence forces. If you have intelligence forces in another country, you have a chance of receiving all their moves for their turn, and can adjust your orders post-lock to reflect this. If you fight the country whose plans you have acquired, you will gain +1 on all your rolls.

An especially devious move is that you can transfer the leaked information to another power if it would be useful to them. You do NOT order agents to carry out any missions; they do it automatically for you each turn.

Every country starts with 5 EP invested in itself to guard against leaks. You can invest EP to bolster your defenses (e.g. spend 1 EP to raise it to 6 EP), or invest in counterintelligence to eliminate enemy investment. However, counterintelligence is less efficient per dollar than intelligence (1 EP of counterintelligence eliminates 0.5 of enemy intelligence, rounded up, so it takes 1 EP to eliminate 1 EP, 3 EP to eliminate 2 EP, and so on), and so unless you have more EP than whoever is spying on you, you should always be on your guard.

Barring being destroyed by counterintel, your investment stays constant in each country. Espionage investments can be relocated to other countries as needed, however.

In addition, if you have access to another country’s plans, you receive any plans their intelligence forces have received; it is possible to be omniscient if you have agents in all the right places.

The odds of a leaked plan are your EP investment/(your EP investment + their EP investment). Agents from different countries unwittingly cooperate to create intelligence leaks (e.g. if you have 5 for defense and they each have 1, the odds of a leak are 2/7 instead of 1/6); in other words, try not to become everyone's preferred target, or you'll never be safe from leaks.

Making all this paranoia worse, there are no rules against lying about intelligence operations, leaks, etc. Like a game of Diplomacy or RISK, you always take a chance when trusting other players. After all, in a dog eat dog type of game like this, there can be only one supreme ruler of the world.

Missions

Every player will receive missions that can be pursued to gain an edge. These should not be confused as espionage-related. You can have several missions at any given time, and they do not expire; however, you cannot have two of the same type of mission at a given time.

Capital missions are self-explanatory; you need to take the capital of another power. If you succeed in doing so, you will be given an amount of EP equal to what their empire generated at the start of the turn you took their capital, to be spent the next turn. With risk comes reward; a larger empire might be harder to fight, but their capital will be more rewarding. Your capital mission bonus is not made public, so players will not know you are a threat until the next turn comes, when you will have a noticeable increase in EP.

Players can have the same target capital. When a capital is seized, it is relocated and the conquering player receives a new target.


Assassination missions
are likewise self-explanatory. You need to eliminate another power outright. You can either start a war with the intent to eliminate them, or simply snipe their last province. A successful assassination grants you an amount of EP equivalent to twice of what their empire was making at its height. The savvy conqueror will prevent assassins from winning by making sure the last province of a target is not coastal. A savvy assassin will pose as an ally of their target (perhaps being so kind as to leak plans of a surprise attack against them), protecting them from being destroyed just to collect their prize at the right moment. Just like with capital missions, nobody will know you receive a bonus until the following turn.

There are several smaller missions. They include taking a particular province, seizing a particular region, evicting a power from a region, etc. More difficult, risky missions carry greater rewards.

Update Schedule

Due to the simpler structure, locks are fairly strict. Nations without orders will be automated for that turn, staying the course set by their player. The target time period is for a lock 5 days after the update.

Players who submit provisional orders (they can be revised prior to the lock) within 60 hours after the update receive an extra 5 EP per turn. This allows the lock to proceed without delay.

Closing Notes and Strategies From the Guy Who Knows the Rules Best

Diplomacy and roleplay aren’t really fruitful here, as the primary point of the game is conquest. You will, however, most certainly want to make deals public and private to obscure your real agenda and secure possible allies. But as always, remember all allies aren’t to be fully trusted… there can only be one final victor (a winner will be declared the moment one power has 2/3 of the forces and 50%+1 of the global EP).

Unless you have a mission, opportunity to take a capital, or a chance at taking a region that makes it worthwhile, it is best to avoid attacking other players at first, as you have an advantage against neutral territories.

A core strategy in this game is region denial; you want to prevent a player from having all the provinces of a region. Many regions are designed to be just out of reach for total control after so many turns.

Spare EP should be planted as espionage on a rival to grant you a chance of acquiring their intelligence the next turn, which can be used to crush them in an invasion or otherwise persuade other players to attack them.

The easiest region to take is Turkestan, having only 16 provinces; however, its ease of capture and central location means it will be prime land for invasion and competition. Several other small regions bear similar risks and rewards.

The easiest continent to take is South America. It is an obvious target.

Not all regions are equal. Not all starting locations are equal. Much of your initial survival will hinge on good luck and not angering the wrong states.

With that, you may post your signups!
 
Last edited:
Spoiler claim :

Spoiler flag :


Nation Short Name: Dragiwtir
Meaning in English: Dragon Sworn Land
Nation Name Long: Dominion of Dragiw
With middle in Welsh: Dominion o'e Dragiw
Nation Translated: Dominion of the Dragon Sworn Land
Mortal Ruler: Caron Plentyntân AKA Overlord Carr AKA the Warlock of Machynlleth
Supreme Ruler: the dragon Meredith
Capital: Tŷtân, a underground city located in the Black Country.
Currency: Bress
Species: humans, goblins, minotaur, dragons, beholders, troglodytes, gorgons, harpies, the fair folk (AKA fairies AKA elves) and orcs.

Spoiler important characters :

Spoiler dragons of Olwggyntaf :
Meredith: queen of the dragons of the Olwggyntaf
Islwyn: first consort of the dragon queen
Culhwch: consort of the dragon queen
Mabon: consort of the dragon queen
Rhys: consort of the dragon queen
Olwen: sister of the dragon queen
Zmey Kirilu: hailing from the dragons of the Zmey; consort of Olwen
Ceridwen: first child of the dragon queen
Gwynedd: lover of Ceridwen

Tarasque: a dragon in southern France betrode as potential consort to Ceridwen

Spoiler Council of the Harald :

Caron Plentyntân: human warlock and Dragon Harald of the Dominion
Dame Pourrait: goblin warlock and Hand of the Harald
Faraji Mwangi: human warlock and chancellor of the Dominion
Magu Geæðed: orc battle priest of the dragon and Supreme Marshal of the Dominion
Xenia ton Pótes Dákry: minotaur marine warrior and Supreame Admiral of the Dominion
Cyrus Dukas: human warlock and chief treasurer
Ursula Cronaghey: Manx elven sorceress and the Dominion's high spymaster
Fréo Weweard: orc supreme priestess of the dragon cult


Eros tis Sfýras: minotaur sword-master and High Champion of the Dominion
Bryn Evans: human archer and High Ranger of the Dominion
Siana Lloyd: human warrior mage and High Drake Rider of the Dominion

Platon tis Pyrkagiás: minotaur warlock
Zuxl the Mighty: troglodyte warlock





Spoiler ambassadors to sent to other countries: part 1 :

Jiha the Friendly: troglodyte diplomat sent to Slick Rhymes and the Krew
Ormod Lewthwaite: orc bard and ambassador sent to the Union of the Islands
Anna Davies: human diplomat sent to the USSR
Spoiler ambassadors to sent to other countries :
Marija Рoceh: gorgon historian sent as diplomat to Kemet
Augustine i Iremía: minotaur diplomat sent to South Africa
Tesni Price: human diplomat sent to Daler Mehndi
Throz the Hyper: troglodyte diplomat sent to the Underground



more to add
 
Last edited:

Union of the Azores, Madeira, Bermuda, Cape Verde, São Tomé, Príncipe, Saint Helena, Ascension, Tristan da Cunha, Réunion, Seychelles and the Chagos and Kerguelen Islands
Portuguese: União dos Açores, Madeira, as Bermudas, Cabo Verde, São Tomé, Príncipe, Santa Helena, Ascensão, Tristão da Cunha, Reunião, as Seicheles e as ilhas Chagos e Kerguelen
French: Union des Açores, Madère, les Bermudes, Cap-Vert, São Tomé, Príncipe, Sainte-Hélène, Ascension, Tristan da Cunha, la Réunion, les Seychelles et les îles Chagos et Kerguelen

Spoiler - map :


Capital: Port-aux-Français, Kerguelen Islands
Official languages: Portuguese, French, English
Government: Democratic confederation

The Union of the Azores, Madeira, Bermuda, Cape Verde, São Tomé, Príncipe, Saint Helena, Ascension, Tristan da Cunha, Réunion, Seychelles and the Chagos and Kerguelen Islands is a confederation consisting of nine nominally independent states and the union territory of the Kerguelen Islands. The latter didn't have any permanent population prior to the establishment of the Union and thus became the most neutral choice for a union capital. An accepted short name when one doesn't want to write out the full name of the confederation is Union of Islands in the Indian and Atlantic Oceans.

The union government follows the principle of separation of powers and has a legislative, executive and judiciary branch which are independent from each other. Executive power is vested in the President of the Union and their cabinet, with the President being directly elected by union citizens. Member states have their own judiciary system which exist alongside a union judiciary system, with the Supreme Court of the Union in Port-aux-Français being the highest court of appeal.

The union parliament used to be bicameral but the lower house was abolished and now only the Senate of the Union remains as a sole parliamentary body. Seats are apportioned to member states and union territories based on their population, and the Senators themselves are appointed by their home state's parliament except the one representing the Kerguelen Islands who is directly elected by the union territory's citizens. Senators group together in three language blocs after their state's predominant official language, with the Seychelles being the only state to have Senators in two different blocs.



Lusophone Bloc
Cape Verde (22)
Azores (12)
Madeira (11)
São Tomé and Príncipe (8)

Anglophone Bloc

Bermuda (4)
Chagos Islands (1)
Saint Helena, Ascension and Tristan da Cunha (1)
Seychelles (1)

Francophone Bloc

Réunion (34)
Seychelles (4)

Unaffiliated

Kerguelen Islands (1)
 
Last edited:
Union of Soviet Socialist Republics

Capital: Moscow
Government: One Party State
Ruling Party: Communist Party of Soviet Union
Premier: Vladimir Putin



Claims:
Spoiler :
 
The Eternal Empire of Kemet

Capital: Cairo
Government: Divine Unliving Absolute Monarchy
State Religion: Neterism
Pharaoh: Ramesses II The Great and Imperishable

Claims:


More later
 
Last edited:
Gimme South Africa. I'll be cream colored.

It's a whole nation of undead Zulus ruled by a cow demon.
 
For RP purposes I am, sending named ambassadors to your realms if possible. They are as follows:

Jiha the Friendly: troglodyte diplomat sent to Slick Rhymes and the Krew
Ormod Lewthwaite: orc bard and ambassador sent to Union of the Isles
Anna Davies: human diplomat sent to the USSR
Marija
Рoceh: gorgon historian sent as diplomat to Kemet
Augustine i Iremía: minotaur diplomat sent to South Africa


They will be in my sign up post; additional players will result in update.
 
The only difference is how state-governed the capitalism is.
 
Daler Mehndi

Claims: capital in Bihar, give me some surrounding provinces (sorry, no pc atm)


The Legend lives on.
 
I made an updated claims map incase anyone wanted to see that, looks like the Americas are pretty sparse

Spoiler :
 
In consideration Tesni Price, a human diplomat, is to be sent to Daler Mehndi while Throz the Hyper, a troglodyte diplomat, will be sent to the Underground.
 
Update I: Trainwreck in Slow Motion

Stats
Map

So it begins. Due to lower than expected player signups, everyone has been granted 20 armies. Order them forward as you will.

I will be sending everyone their assassination/capital mission targets shortly.
 
It's been 3 weeks since the update and since only one person has messaged me about this, I'm going to assume it just doesn't have enough vitality.

Game is cancelled, unfortunately!
 
Top Bottom