thebignastyone
Clandestine
Welcome to BN1s bored board nessers
Things of importance will be discussed below.
I physically would not be in the game, because it would be a conflict of interest to be rolling dice for myself.
Nation template
Name of nation/ CFC name
Preferred color
General location of start
squares owned: 1
cities owned: 1
brigades: 1
territories owned: 0
brigades created last turn: 1
Nation limit
I will limit the nations when I see too many to make a somewhat quick game. I do not want a game that goes on forever, but also I would like some competition. So if I cut you, I'm sorry, but you get first dibbs the next round for everything, and you will get a handicap to start the next game, see below for handicap.
Stats
Your stats are important. I will be documenting how many squares everyone has, so there is no bickering about how many squares there are. Also I will document if you control a whole region or not, again important as there are valuable bonuses for holding a whole region for a whole turn. Also I will be putting how many brigades you will be earning on your next turn, according to expansion/war etc, as you see above. Your stats will be updated at the END of a turn. So you cannot say, with new guys invade no, you do not have any new lands/cities/brigades till the end of a turn. This is because you might not have those lands anticipated, and that might throw off cities, which I will talk about later. So really everyone is playing a turn behind the actual updated states.
Turns
A turn is basically when I put all your plans into action. I will expand how you want or automatically, deploy troops where you want them, move your navy around, At the END of every turn, you will recieve your created troops in the appropriate city. That means, if you lose land and loose a city, thats it, you do not recieve the troops for that turn. I also will add remove any cities according to spaces gained or lost. More on military below.
Map
The map is a whole bunch of squares as you probably already know. These squares are important, as they run pretty much every aspect of you winning this game, as it is a conquest victory game at this point. The Map is of North America right now, and will be for the duration of this game. What is the great part is, I will be changing the continents every game, and when were done with the 7, something special might be in effect for getting that far. As you may notice by the map, there are some squares that are cut from the natural curves of the landscape, dont worry, they count just like the rest, however, the ones that are miniscule are just going to be colored in, for eyes sake, however they have no value.
Expansion
Every turn each nation will get 10 squares added to their influence. Yup that means 2 new cities every turn, if you want, but who wouldnt? The map will have expansion till every white colored box is taken, then automatic expansion will cease. The ONLY exception to this is if your nation is surrounded. Obviously you cant expand into someone else, unless you fight to take the land, so your expansion will stop before someone else might. I have no plans for colonies on the first game.
UPDATE
Until the board is all divided out, your automatically given 10 Squares, and you may conquer 10 additional squares w/units, since they have 10 movements per turn.
Cities
Every 5 squares, you are allowed 1 city.
They will be displayed as a whole Black square, and they will be black in your colored expansion. They can ONLY be on the whole squares that can fit the little circle, even though the ½ ones count as full, they may or may not fit the circle. This makes it important go get as much land as possible, and fight for the land. Also each city must be at least 1 square apart.
Now, if you loose lands, say you loose 10 squares in 1 turn; you would loose 2 of your newest created cities. This is because the land that was used to support the cities is no longer yours, so you cannot support the 2 cities, but really youre just giving them to your attacker.
Cities can be built to build brigades, and produce certain number of units according to size per turn. So lets say your city has a numeric value of 3, you would get 3 brigades per turn, vs. a numeric value of 5, and then you would get 5 units etc.
Cities gain numeric values by duration of existence. Every turn, you will be receiving 10 squares of natural expansion, so for every 2 turns; your city will grow ONE numeric value.
Territories
Every single line that isn't a grid, dennotes a territory. So every island, or chunck of land I put a straight line through is a territory. These are benificial to whole by yourself. Becuase if you monopolize an entire territory, you get # of squares X 2 = brigades added to your already producing cities, per turn. So if you control a territory, you would want to keep it, and if you don't, I would expect you want to end his monolopy, otherwise he gets a lot of military power fast.
battles/skirmishes/Military UPDATED
This would be based on the game risk's rules of war. For those who have no clue about the game, you roll 3 dice if youre attacking and 2 if youre defending and those numbers are in accordance w/how ever many units youre attacking with or defending with. So say I attack with 2 guys, I can only roll 1 die cause I cannot attack myself out of existence, whereas if a defender is defending w/2 units, he can use 2 dice because hes defending to the last guy. I as the moderator will be doing the rolling, and I will document the rolls so everyone knows I'm not cheating someone, it's just a game of chance. If you have further questions ask, or just wait till you see what I do, trust me, its a great system.
Brigades will be denoted somehow on the map, so your troop locations will be known to everyone, except if their in cites, then there not on the map. This is important so you can put your troops on a border you see becoming hostile.
NEW
You now can create naval fleets. However, your city must be on the coastline, and your city must create a naval unit in place of your brigades. SO, if you want to create a naval unit, you must sacrifice your brigades for that turn, and you must tell me as it is NOT automatic like brigade creating is.
The Fleet can carry 5 brigades at a time, so you can only have 5 brigades to 1 fleet.
Movement UPDATED
This is based mostly for your units. You will be able to move 10 squares a turn per brigade. And dont think youre pulling a fast one on me by saying to put guys here Ill know, and just put the guys 10 blocks from their last spot. Same goes for Naval, 10 movements only across water, the difference is it takes 5 turns away from the brigade to load and unload them into a fleet. Loading can only be done from a city, however unloading can be done from anywhere.
Diplomacy
Pretty much the only things that can go under here at the moment are; mutual protection pacts, Non aggression pacts, Alliances, Right of passages, that sort of thing. When you guys decide that you want one of these, and talk your way through one, put it in your orders. This way, there is no confusion about who is with whom.
bonuses and handicaps
This is for players that continue from one game to the next. the winner of the last game gets some sort of handicap (like can build 1 less city or something), while those who didn't do too well get bonuses (like getting an extra city), new players start with some average. that way it evens out the game between those more used to these games and those that arent. These will be determined after the end of each game, meaning they won't be the same + or -. Not important till the end of the game.
Ending
What all that means is there will be an actual ending! an ending in a thread that says never ending story? Yup, thats the best part. You get to be a winner of something for a change. What this means is there will be multiple games during this threads lifetime, not a huge one that when someone new comes in, has no clue what happened in the beginning, and doesnt have to read all day to figure out what his nation has done or is involved in.
The game ends when one of 3 things happens.
A) Someone runs the whole world.
B) There is like 3 people left, and they all decide there is only one possible winner, and then the game will end to start up fresh. THIS MUST BE VOTED ON BY THE PARTICIPANTS, AND MUST BE A MAJORITY VOTE.
C) A diplomatic victory. In other words, not a single person is looking dominant, and the game is in a stalemate, then I will end the game, and the people vote who should be the winner, however, If I find this to be a popularity contest, in other words, Ive been modding, I have a good idea who played the best, then I will end the voting right there, and choose a winner myself.
Remember, EVERY ONE of the numbers posted above can, and possibly will, change during the course of the game. Obviously I dont have a clue what is going to work and what isnt, and if something is not working for you LET US KNOW. By majority vote, we can change anything that doesnt seem to be working.
Things of importance will be discussed below.
I physically would not be in the game, because it would be a conflict of interest to be rolling dice for myself.
Nation template
Name of nation/ CFC name
Preferred color
General location of start
squares owned: 1
cities owned: 1
brigades: 1
territories owned: 0
brigades created last turn: 1
Nation limit
I will limit the nations when I see too many to make a somewhat quick game. I do not want a game that goes on forever, but also I would like some competition. So if I cut you, I'm sorry, but you get first dibbs the next round for everything, and you will get a handicap to start the next game, see below for handicap.
Stats
Your stats are important. I will be documenting how many squares everyone has, so there is no bickering about how many squares there are. Also I will document if you control a whole region or not, again important as there are valuable bonuses for holding a whole region for a whole turn. Also I will be putting how many brigades you will be earning on your next turn, according to expansion/war etc, as you see above. Your stats will be updated at the END of a turn. So you cannot say, with new guys invade no, you do not have any new lands/cities/brigades till the end of a turn. This is because you might not have those lands anticipated, and that might throw off cities, which I will talk about later. So really everyone is playing a turn behind the actual updated states.
Turns
A turn is basically when I put all your plans into action. I will expand how you want or automatically, deploy troops where you want them, move your navy around, At the END of every turn, you will recieve your created troops in the appropriate city. That means, if you lose land and loose a city, thats it, you do not recieve the troops for that turn. I also will add remove any cities according to spaces gained or lost. More on military below.
Map
The map is a whole bunch of squares as you probably already know. These squares are important, as they run pretty much every aspect of you winning this game, as it is a conquest victory game at this point. The Map is of North America right now, and will be for the duration of this game. What is the great part is, I will be changing the continents every game, and when were done with the 7, something special might be in effect for getting that far. As you may notice by the map, there are some squares that are cut from the natural curves of the landscape, dont worry, they count just like the rest, however, the ones that are miniscule are just going to be colored in, for eyes sake, however they have no value.
Expansion
Every turn each nation will get 10 squares added to their influence. Yup that means 2 new cities every turn, if you want, but who wouldnt? The map will have expansion till every white colored box is taken, then automatic expansion will cease. The ONLY exception to this is if your nation is surrounded. Obviously you cant expand into someone else, unless you fight to take the land, so your expansion will stop before someone else might. I have no plans for colonies on the first game.
UPDATE
Until the board is all divided out, your automatically given 10 Squares, and you may conquer 10 additional squares w/units, since they have 10 movements per turn.
Cities
Every 5 squares, you are allowed 1 city.
They will be displayed as a whole Black square, and they will be black in your colored expansion. They can ONLY be on the whole squares that can fit the little circle, even though the ½ ones count as full, they may or may not fit the circle. This makes it important go get as much land as possible, and fight for the land. Also each city must be at least 1 square apart.
Now, if you loose lands, say you loose 10 squares in 1 turn; you would loose 2 of your newest created cities. This is because the land that was used to support the cities is no longer yours, so you cannot support the 2 cities, but really youre just giving them to your attacker.
Cities can be built to build brigades, and produce certain number of units according to size per turn. So lets say your city has a numeric value of 3, you would get 3 brigades per turn, vs. a numeric value of 5, and then you would get 5 units etc.
Cities gain numeric values by duration of existence. Every turn, you will be receiving 10 squares of natural expansion, so for every 2 turns; your city will grow ONE numeric value.
Territories
Every single line that isn't a grid, dennotes a territory. So every island, or chunck of land I put a straight line through is a territory. These are benificial to whole by yourself. Becuase if you monopolize an entire territory, you get # of squares X 2 = brigades added to your already producing cities, per turn. So if you control a territory, you would want to keep it, and if you don't, I would expect you want to end his monolopy, otherwise he gets a lot of military power fast.
battles/skirmishes/Military UPDATED
This would be based on the game risk's rules of war. For those who have no clue about the game, you roll 3 dice if youre attacking and 2 if youre defending and those numbers are in accordance w/how ever many units youre attacking with or defending with. So say I attack with 2 guys, I can only roll 1 die cause I cannot attack myself out of existence, whereas if a defender is defending w/2 units, he can use 2 dice because hes defending to the last guy. I as the moderator will be doing the rolling, and I will document the rolls so everyone knows I'm not cheating someone, it's just a game of chance. If you have further questions ask, or just wait till you see what I do, trust me, its a great system.
Brigades will be denoted somehow on the map, so your troop locations will be known to everyone, except if their in cites, then there not on the map. This is important so you can put your troops on a border you see becoming hostile.
NEW
You now can create naval fleets. However, your city must be on the coastline, and your city must create a naval unit in place of your brigades. SO, if you want to create a naval unit, you must sacrifice your brigades for that turn, and you must tell me as it is NOT automatic like brigade creating is.
The Fleet can carry 5 brigades at a time, so you can only have 5 brigades to 1 fleet.
Movement UPDATED
This is based mostly for your units. You will be able to move 10 squares a turn per brigade. And dont think youre pulling a fast one on me by saying to put guys here Ill know, and just put the guys 10 blocks from their last spot. Same goes for Naval, 10 movements only across water, the difference is it takes 5 turns away from the brigade to load and unload them into a fleet. Loading can only be done from a city, however unloading can be done from anywhere.
Diplomacy
Pretty much the only things that can go under here at the moment are; mutual protection pacts, Non aggression pacts, Alliances, Right of passages, that sort of thing. When you guys decide that you want one of these, and talk your way through one, put it in your orders. This way, there is no confusion about who is with whom.
bonuses and handicaps
This is for players that continue from one game to the next. the winner of the last game gets some sort of handicap (like can build 1 less city or something), while those who didn't do too well get bonuses (like getting an extra city), new players start with some average. that way it evens out the game between those more used to these games and those that arent. These will be determined after the end of each game, meaning they won't be the same + or -. Not important till the end of the game.
Ending
What all that means is there will be an actual ending! an ending in a thread that says never ending story? Yup, thats the best part. You get to be a winner of something for a change. What this means is there will be multiple games during this threads lifetime, not a huge one that when someone new comes in, has no clue what happened in the beginning, and doesnt have to read all day to figure out what his nation has done or is involved in.
The game ends when one of 3 things happens.
A) Someone runs the whole world.
B) There is like 3 people left, and they all decide there is only one possible winner, and then the game will end to start up fresh. THIS MUST BE VOTED ON BY THE PARTICIPANTS, AND MUST BE A MAJORITY VOTE.
C) A diplomatic victory. In other words, not a single person is looking dominant, and the game is in a stalemate, then I will end the game, and the people vote who should be the winner, however, If I find this to be a popularity contest, in other words, Ive been modding, I have a good idea who played the best, then I will end the voting right there, and choose a winner myself.
Remember, EVERY ONE of the numbers posted above can, and possibly will, change during the course of the game. Obviously I dont have a clue what is going to work and what isnt, and if something is not working for you LET US KNOW. By majority vote, we can change anything that doesnt seem to be working.