IOT Developmental Thread

Happiness contributes to stability, though.

Contributes but in that case, it should still be the stability scale. Isn't like the United States suddenly became politically unstable after Pearl Harbor.
 
I think all this happiness vs. stability stuff is nonsense based on nitpicking. :p

Let's make this easy; people who are given plenty of goods have things to focus on besides guillotining you and your cronies.

Now, if happiness and stability were separate... I imagine stability would determine what could happen from unhappiness. Maybe a multiplier.

Example, a super stable nation, if its citizens are unhappy, will just unseat you next election or protest. A super unstable nation, if its citizens are unhappy, has a high chance of a civil war.

I suppose it could be happiness factor * stability factor is your true revolt risk, and whatever that is determines what happens if it's triggered.

Happiness 1 is the best and Stability 1 is the best.

Let's assume 5 levels of happiness and 5 levels of stability. Remember, higher is worse.

1-5 RR: Protests (probably income effects)
6-10 RR: Riots (Damage infrastructure/tech investments/kill units; income also destroyed)
11-15 RR: Revolts (Some provinces defect to rebels; all previous effects also apply)
16-20 RR: Massive revolt (large numbers of provinces rebel, all previous effects apply)
21-25 RR: Civil War (provinces switch to a rebel faction; half your armies break away, etc.)

A state at level 1 happiness(best) and stability 1 has only a 1/25 chance of revolt each turn. A state with level 5 happiness and level 5 stability has a 25/25 chance of civil war each turn.

A maximum stability state with level 5 happiness has a 1/5 chance of revolt each turn, but it's protests.

Obviously you roll 1-25 for each nation to determine if it's triggered.
 
@TF: Can nations balkanize using that system? If so, awesome.

On another note, I'm going to use IOT: Cold War's DEFCON system for something. I noticed in Iron and Blood that TK, to prevent a player from suckerpunching another player with a surprise war, make it so war declaration are public. That's a greeaaaatttt system all things considered.

For RIOT III, players will have "DEFCON" levels which are really just mobilization levels. With this system, a player COULD sneak attack someone but at DEFCON 5, there's a combat penalty which gradually decreases as the player gets closer to full mobilization.

Full mobilization hurts income generation but all things considered, it's impossible to fully mobilize secretly.
 
I imagine you could squeeze Balkanisation in as the most severe condition, but it'd be the hardest to reach - low stability(Instability 5) and a majorly PO'd population(Unhappiness 5)

It's more accurate to refer to the categories as instability and unhappiness actually...
 
Guess what I'm working on. :rolleyes:

Tesla Coil: Costs $100. Drains 50 Power. +10% bonus against all land units. A free strike for each defending Tesla Trooper in territory.

Iron Curtain: Drains 200 Power. Costs $260. Makes one territory unattackable per turn. Requires Tech Center.
 
OOOOOOOOOOHHHHHHHHHH YEAAHHH!!!!!! :D :p Red Alert!

-L

Crazy part? Ruleset is already finished. Game is based on RA1. I had to balance some things out. For instance, the Allies can get an expensive, powerful Chrono Missile which is a nuclear missile that ignores the effects of the Iron Curtain. Otherwise, the Soviets will be able to simply nuke the Allies into submission at the end of the game.

There's a faction system in which players create their nations to either be neutral, part of the Warsaw Pact, or part of the Allies. If the players joins the WP or Allies, they can't unjoin and the WP and Allies are ALWAYS at war. Neutrals have more leeway with their diplomacy. The problem is that neutrals have to rely on one of factions to gain access to better weapons. Otherwise, they can only use Engineers and Rifle Infantry and the low tier buildings like Ore Refineries, Ore Silos, and Power Plants.

A WP or Ally can sell production contracts to neutrals in which neutrals can pay a negotiate amount of credits per turn in exchange for being able to build specified units/buildings. In this way, it should be near impossible to see neutrals with nuclear weapons, Chronospheres, or Iron Curtains.
 
Red Alert IOT

Month: July. Year: 1946.

The Allies, largely a collection of democratic, capitalist states are at war with the Warsaw Pact, a collection of communist dictatorships. The Allies and Warsaw Pact will need to use a combination of military power and strategic alliances with neutral powers to win this war!

There are three sides.

Allies: Fast striking and extremely important infantry units. The powerful Chronosphere is able to teleport a non-infantry attack force into the middle of enemy territory, which changes the way war is fought forever.

Warsaw Pact: Weaker infantry. Power vehicles and airforce. Pact members employ the powerful Iron Curtain, which can project an force field around a territory, preventing the Allies from attacking it.

Neutrals: These nations aren't at war at the beginning like Allied and Warsaw Pact nations will be. However, they're militarily weak. To build mid-level and late-level units and structures requires them to seek Production Contracts with either the Soviets of Allies. Production contracts last a specified amount of time and the Soviets and Allies will want something in return. If a neutral attacks an Ally or Warsaw Pact, the neutral is at war with ALL the Allies or Warsaw Pact.

Because of this, neutrals can attack other neutrals with only defensive pacts being a deterrent. At some point, the Warsaw Pact of Allies must see you as a valuable target however....

Neutrals can join either the Allies or Warsaw Pact later in the game but once someone join a faction, they can't withdraw. The Allies and WP can sign ceasefires.

The game ends when all the Warsaw Pact or Allies are wiped out and all wars are over. The survivors all "win" but the top players get a reward.

Starting Out

Make your nation. Pick your capital (this is where you free buildings will be created). Pick your faction.

Battles

When you send me battle orders, list the order you want your units to fight. Not Rifle Infantry, Grenadier, RI, RI, etc. No, not like that. Make it simple and group it by units. For example:

Attack Ankara:

Four Rifleinfantry
Two Yaks
etc

There are two types of battles. Raids, and Conquest.

Raids are battles that aren't supposed to take the territory but instead cause destruction. If your unit loses a combat round, instead of dying, there's an "escape" roll. If your unit succeeds, then the unit escapes. Winning units escape automatically of course.

Conquests are like the above only without the escape roll and the point is to take territory.

Constructing Units

Units cost money and require the creation of certain buildings. How many buildings you have limit how many units you can build per turn. If you have one War Factory for instance, you can only build one vehicle per turn. Four barracks? You can build four infantry per turn.

Neutrals can build power plants, ore refineries, ore silos, and barracks. The only units they can train without production contracts are Rifle Infantry and Engineers.


Warsaw Pact Buildings and Unit Premier


Spoiler :
Support Buildings

Spoiler :
Power Plants: Provides 50 Power. Costs $50. Soviet players start with one.

Advanced Power Plants: Provides 150 Power. $100. Requires Tech Center.

Ore Refinery: Drains 30 power. Costs $140. Generates 100 Credits a turn. Only one can be built in a territory. Can be upgraded to produce an extra 50.. Can hold up to 2000 credits. Soviet players start with one.

Ore Silo: Costs $25 Can store up to 1500 credits each.

Radar Dome: Drains 50 Power. Costs $100 +5% bonus for troops fighting around Dome.

Service Depot: Drains 15 Power. Costs $30. +5% bonus for vehicles fighting around Depot.

Technology Center: Drains 100 Power. Costs $130. Unlocks advanced units and buildings. Requires Radar Dome.


Construction Buildings

Spoiler :
Barracks: Requires 20 Power. Costs $30. Allows training of infantry, grenadiers, and engineers.

War Factory: Drains 30 Power. Costs $200. Allows building of Heavy Tanks, Ore Trucks.

Kennel: Drains 10 power. Costs $15. Allows training of Dogs.

Subpen: Drains 30 power. Allows building of submarines.

Air Field: Drains 30 power. Allows building of Yaks and MiGs.

Helipad: Drains 10 power. Costs $150. Allows building of Hinds.


Defense Buildings

Spoiler :
Barbed Wire: Costs $15. Gives defenders a 5% bonus against low-tier infantry.

Concrete Walls: Costs $45. Gives defenders a 10% bonus against all units save air units.

Flame Tower: Drains 35 power. Costs $45. Last line of defense unit when defending. +10% bonus against infantry.

SAM Sites: Drains 45 power. Costs $45. Last line of defense against air units when defending. +10% bonus against aircraft.

Tesla Coil: Costs $100. Drains 50 Power. +10% bonus against all land units. A free strike for each defending Tesla Trooper in territory.

Iron Curtain: Drains 200 Power. Costs $260. Makes one territory unattackable per turn. Requires Tech Center.

Nuclear Missile Silo: Drains 500 Power. Costs $500. Allows player to launch one nuke per silo.


Infantry
Spoiler :

Rifle Infantry: Cost $10 each. Requires barracks.

Grenadiers: Cost $15 each. Requires barracks. 5% bonus against light vehicles, structures, and infantry.

Engineer: Costs $50 each. Requires barracks. When army takes a territory, each engineer sent takes control of one building.

Attack Dogs: Cost $15 each. Requires Kennel. Each dog=1% chance of detecting spies. Free strike against infantry units.

Flamethrower Infantry: Costs $90 each. Requires Tech Center/Barracks. 10% Bonus against buildings. Free strike when defending.

Tesla Troopers: Cost $90 each. Requires Tesla Coil/Barracks. 10% bonus against vehicles.

Chitzkoi: Only one can exist in game at a time. Receives two free shots before combat round against infantry. +5% bonus against infantry. Costs $90 each.

Volkov: Requires Tech Center/Barracks. Cost $120. +15 bonus against vehicle units. +10% against infantry. Only one can exist at a time.


Vehicles

Spoiler :
Heavy Tank: Costs $95 each. Requires WF. +10% bonus against non-tank Allied vehicles. +5% against Allied Tanks.

AP Minelayer: Costs $80 each. Requires WF. +15% bonus against infantry. 10% penalty against vehicles. One free strike.

Demotruck: Costs $200 each. Requires WF/Tech Center. Can clear territory of buildings and kill defenders. Penalty against all units. If it loses a combat round, it does no damage to enemy.

V2 Rocket: Costs $75 each. Requires WF. Two free strikes against infantry and vehicles. 10% bonus against vehicles.

Tesla Tank: Costs $100 each. Requires WF/Tesla Coil. +5 bonus against infantry. +10% bonus against vehicles. One free strike for each Tesla trooper attacking with it.

Mammoth Tank: Costs $170 each. Requires WF/Tech Center. +15 bonus against infantry, 10% bonus against vehicles, +5% bonus against air units. Can engage in combat with air units.

Super Tank: Costs $360 each. Requires WF/Tech Center/Iron Curtain. +20% bonus against infantry, 15% against vehicles, 10% against air units. Can engage in combat with air units.

Mad Tank: Costs $230 each. Requires WF/Tech Center. Same bonuses as Mammoth Tank. Attacking unit gets three free strikes on it. If those fail, the Mad Tank detonates, destroying all enemy vehicles and buildings in the territory.


Aircraft

Spoiler :
Yak: Costs $100 each. Requires Air Field. Two free strikes against land units. +15% bonus against infantry units.

MiG: Costs $150 each. Requires Air Field/Radar Dome. One free strike against land units. +5% bonus against land units. +10% bonus against air units.

Spy Plane: Requires Air Field/Radar Dome/Tech Center. Successful "survival round" (can't engage in combat) in enemy territory gives your combat units a 5% bonus. Can call in one per airfield.

Parabombs: Requires Airfield/Radar Dome. A Badger Bomber drops bombs on the target territory, possibly destroying buildings. Can call in one per airfield.

Hind: Costs $120 each. Requires Helipad. Two free strikes against land units. 15% bonus against infantry, 5% bonus against vehicles.


Vessels

Spoiler :
Submarine: Costs $95 each. Requires Subpen. Two free strikes against naval units. 15% bonus against cruisers.

Missile Submarine: Costs $180. Requires Subpen/Tech Center. Two free strikes against any unit. 20% bonus against structures, 15% bonus against infantry, 10% against vehicles, 5% against cruisers.


Allied Buildings and Unit Premier

Spoiler :
Support Buildings

Spoiler :
Power Plants: Provides 50 Power. Costs $50. Soviet players start with one.

Advanced Power Plants: Provides 150 Power. $100. Requires Tech Center.

Ore Refinery: Drains 30 power. Costs $140. Generates 100 Credits a turn. Only one can be built in a territory. Can be upgraded to produce an extra 50.. Can hold up to 2000 credits. Soviet players start with one.

Ore Silo: Costs $25 Can store up to 1500 credits each.

Radar Dome: Drains 50 Power. Costs $100 +5% bonus for troops fighting around Dome.

Service Depot: Drains 15 Power. Costs $30. +5% bonus for vehicles fighting around Depot.

Technology Center: Drains 100 Power. Costs $130. Unlocks advanced units and buildings. Requires Radar Dome.

Gap Generator: Drains 120 Power. Costs $150. 10% bonus to defenders in territory. Makes territory immune to Spy Planes.


Construction Buildings
Spoiler :

Barracks: Requires 20 Power. Costs $30.

War Factory: Drains 30 Power. Costs $200.

Helipad: Drains 10 power. Costs $150.

Naval Yard: Drains 40 power. Costs $200.


Defense Buildings

Spoiler :
Sandbags: Costs $15. Gives defenders a 5% bonus against low-tier infantry.

Concrete Walls: Costs $45. Gives defenders a 10% bonus against all units save air units.

Pillbox: Costs $40. Counts as a last-ditch defense unit. +10% bonus against infantry units.

Camo Pillbox: Costs $60. Counts as a LDDU. +15% bonus against infantry units.

AA Gun: Drains 50 Power. Costs $60. +10% bonus against aircraft. One free strike.

Turret: Drains 45 Power. Costs $60. +15% against vehicles. 5% penalty against everything else.

Chronosphere: 200 Power. Costs $250. Requires Tech Center Vehicles can attack anywhere, even if the territory doesn't border the coast. Can only be used for one battle per CS. Each use=5% chance of Chrono Vortex, which destroys all buildings in the territory of the CS.

Nuclear Missile Silo: Drains 500 Power. Costs $500. Allows player to launch one nuke per silo. Requires Tech Center. For an extra 250 power and $250, can be upgraded to Chrono Silo, which launches missiles that ignore the Iron Curtain effects.*

*Doesn't exist in canon AFAIK but needed for balance.


Infantry

Spoiler :
Rifle Infantry: Cost $10 each. Requires barracks.

Rocket Soldier: Cost $30 each. Requires barracks. 10% bonus versus aircraft. 5% bonus versus vehicles.

Engineer: Costs $50 each. Requires barracks. When army takes a territory, each engineer sent takes control of one building.

Spy: Costs $50 each. Requires barracks/tech center. Can be sent to destroy an enemy building.

Thief: Costs $50 each. Requires Barracks/Tech Center. Just like a Spy, only they steal 100 credits from target.

Medic: Costs $80 each. Requires Barracks/Center Center. Unique unit. The unit has a free strike which brings back one of the units you lost during the combat round.

Field Mechanic: Costs $95 each. Requires Barracks/Trade Center. Same as medic only with vehicles.

Tanya Adams: Costs $120 each. Requires Barracks/Trade Center. Only one can exist at a time. This unit can be sent to destroy two buildings in target's territory with a 75% chance of success. If the unit fails the success check, it engages in combat with a defensive unit and this continues until Tanya "escapes". 25% bonus against infantry.


Vehicles

Spoiler :
Ranger: Costs $60. Requires WF. 10% bonus against infantry.

Light Tank: Costs $75 each. Requires WF. 10% bonus against infantry.

Medium Tank: Costs $80 each. Requires WF. 15% bonus against infantry.

Anti-Tank Minelayer. Costs $80 each. Requires WF. +15% bonus against vehicles. 10% penalty against infantry. One free strike.

Demotruck: Costs $200 each. Requires WF/Tech Center. Can clear territory of buildings and kill defenders. Penalty against all units. If it loses a combat round, it does no damage to enemy.

Artillery: Costs $60 each. Requires WF. Two free strikes against infantry and vehicles. 10% bonus against infantry.

Armored Personal Carrier: Costs $50 each. Requires WF. Each one gives five Rifle Infantry +5% in attacking or defender in combat.

Radar Jammer: Costs $100. Requires WF/Tech Center. Disables enemy Radar Dome influence.

Chrono Tank: Costs $220 each. Requires WF/Tech Center/Chronosphere. Can attack anywhere on map. +10% bonus against anything.

Mobile Gap Generator: Costs $60 each. Requires WF/Tech Center. +5% bonus to allied troops attacking or defending with one. Effects do not stack.

Phase Transport: Costs $100 each. Requires WF/Tech Center. Each one gives three Rifle Infantry +10% in attacking or defending in combat.
 
Where's the Longbow and the navies?

-L

In my word document. I had forgotten about them when I uploaded the list.

Aircraft

Spoiler :
Longbow Helicopter: Costs $120 each. Requires Helipad. +15% bonus against vehicles.


Vessels

Spoiler :
Gunboats: Cost $50 each. Can engage submarines.

Destroyers: Costs $100 each. +15% bonus against submarines. +5% bonus against aircraft.

Cruisers: Costs $200 each. Two free strikes against any unit. 25% bonus against structures, 20% bonus against infantry, 15% against vehicles. 10% against other surface craft.
 
You know, it might be cool to let the WP and Allies capture each others tech - I've always wanted to see a pair of cruisers slug it out with each other.

-L

Thought about it.

But on the map, the buildings are represented using two letters such as WF, AF, OR, OS, etc. I figure I could put SWF, SAF, etc but it would get sorta ridiculous.
 
Rebalanced unit strength and costs. The Tesla Tank, for instance, is now nearly as expensive a Mammoth Tank. Meanwhile, the cost of Phase Transports are not buffed as well.

Constructing Units

Units cost money and require the creation of certain buildings. How many buildings you have limit how many units you can build per turn. If you have one War Factory for instance, you can only build one vehicle per turn. Four barracks? You can build four infantry per turn.

Neutrals can build power plants, ore refineries, ore silos, and barracks. The only units they can train without production contracts are Rifle Infantry and Engineers.


Warsaw Pact Buildings and Unit Premier


Spoiler :
Support Buildings

Spoiler :
Power Plants: Provides 50 Power. Costs $50. Soviet players start with one.

Advanced Power Plants: Provides 150 Power. $100. Requires Tech Center.

Ore Refinery: Drains 30 power. Costs $140. Generates 100 Credits a turn. Only one can be built in a territory. Can be upgraded to produce an extra 50.. Can hold up to 2000 credits. Soviet players start with one.

Ore Silo: Costs $25 Can store up to 1500 credits each.

Radar Dome: Drains 50 Power. Costs $100 +5% bonus for troops fighting around Dome.

Service Depot: Drains 15 Power. Costs $30. +5% bonus for vehicles fighting around Depot.

Technology Center: Drains 100 Power. Costs $130. Unlocks advanced units and buildings. Requires Radar Dome.


Construction Buildings

Spoiler :
Barracks: Requires 20 Power. Costs $30. Allows training of infantry, grenadiers, and engineers.

War Factory: Drains 30 Power. Costs $200. Allows building of Heavy Tanks, Ore Trucks.

Kennel: Drains 10 power. Costs $15. Allows training of Dogs.

Subpen: Drains 30 power. Allows building of submarines.

Air Field: Drains 30 power. Allows building of Yaks and MiGs.

Helipad: Drains 10 power. Costs $150. Allows building of Hinds.


Defense Buildings

Spoiler :
Barbed Wire: Costs $15. Gives defenders a 5% bonus against infantry.

Concrete Walls: Costs $45. Gives defenders a 15% bonus against land units.

Flame Tower: Drains 35 power. Costs $45. 10% bonus against infantry. 5% bonus against vehicles.

SAM Sites: Drains 45 power. Costs $45. 10% bonus against aircraft.

Tesla Coil: Costs $100. Drains 50 Power. 15% bonus against vehicles. 10% bonus against infantry. One free strike for every Tesla Trooper defending with it.

Iron Curtain: Drains 200 Power. Costs $260. Makes one territory unattackable per turn. Requires Tech Center.

Nuclear Missile Silo: Drains 500 Power. Costs $500. Allows player to launch one nuke per silo.


Infantry
Spoiler :

Rifle Infantry: Cost $10 each. Requires barracks.

Grenadiers: Cost $15 each. Requires barracks. 5% bonus against infantry, vehicles, and structures.

Engineer: Costs $50 each. Requires barracks. During raids, they can steal a building and sell it. During conquests, they can secure the building. Otherwise, the buildings are destroyed when the territory is taken.

Attack Dogs: Cost $15 each. Requires Kennel. Each dog=1% chance of detecting spies. Free strike against infantry units.

Flamethrower Infantry: Costs $90 each. Requires Tech Center/Barracks. 10% bonus against infantry. 5% bonus against vehicles and structures.

Tesla Troopers: Cost $90 each. Requires Tesla Coil/Barracks. 15% bonus against vehicles. 5% bonus against infantry.

Chitzkoi: Costs $90. Requires Tech Center/Kennel/Volkov. Only one can exist at a time. Receives one free strike. 10% bonus against infantry. 5% bonus against vehicles.

Volkov: Costs $120. Requires Tech Center/Barracks. Only one can exist at a time. Receives two free strikes. 15% bonus against infantry and vehicles. 10% against structures.


Vehicles

Spoiler :
Heavy Tank: Costs $95 each. Requires WF. 15% bonus against vehicles and structures. 5% bonus against infantry.

AP Minelayer: Costs $80 each. Requires WF. +15% bonus against infantry. 10% penalty against vehicles. One free strike.

Demotruck: Costs $200 each. Requires WF/Tech Center. Can clear territory of buildings and kill defenders. 5% penalty against all units. If defeated, demotruck fails.

V2 Rocket: Costs $75 each. Requires WF. 5% bonus against vehicles and infantry. 15% bonus against structures. One free strike.

Tesla Tank: Costs $150 each. Requires WF/Tesla Coil. 15% bonus against vehicles. 5% bonus against infantry. One free strike for every Tesla Trooper attacking with it.

Mammoth Tank: Costs $170 each. Requires WF/Tech Center. 20% bonus against vehicles and structures. 10% bonus against infantry. 5% against air units.

Super Tank: Costs $360 each. Requires WF/Tech Center/Iron Curtain. 35% bonus against vehicles and structures. 20% bonus against infantry. 10% bonus against air units.

Mad Tank: Costs $230 each. Requires WF/Tech Center. Same bonuses as Mammoth Tank. Attacking unit gets two free strikes on it. If those fail, the Mad Tank detonates, destroying all enemy vehicles and buildings in the territory.


Aircraft

Spoiler :
Yak: Costs $100 each. Requires Air Field. +5% bonus against infantry. Two free strikes.

MiG: Costs $150 each. Requires Air Field/Radar Dome. 10% bonus against air units. 5% bonus against vehicles, structures, and vessels. Two free strikes.

Spy Plane: Requires Air Field/Radar Dome/Tech Center. Successful "survival round" (can't engage in combat) in enemy territory gives your combat units a 5% bonus. Can call in one per airfield.

Parabombs: Requires Airfield/Radar Dome. A Badger Bomber drops bombs on the target territory, possibly destroying buildings. Can call in one per airfield.

Hind: Costs $120 each. Requires Helipad. 15% bonus against vehicles. 5% bonus against infantry. One free strike..


Vessels

Spoiler :
Submarine: Costs $95 each. Requires Subpen. 15% bonus against cruisers. 10% bonus against gunboats. Two free strikes.

Missile Submarine: Costs $180. Requires Subpen/Tech Center. 30% bonus against land units. 25% bonus against structures. 10% bonus against air units.


Allied Buildings and Unit Premier

Spoiler :
Support Buildings

Spoiler :
Power Plants: Provides 50 Power. Costs $50. Soviet players start with one.

Advanced Power Plants: Provides 150 Power. $100. Requires Tech Center.

Ore Refinery: Drains 30 power. Costs $140. Generates 100 Credits a turn. Only one can be built in a territory. Can be upgraded to produce an extra 50.. Can hold up to 2000 credits. Soviet players start with one.

Ore Silo: Costs $25 Can store up to 1500 credits each.

Radar Dome: Drains 50 Power. Costs $100 +5% bonus for troops fighting around Dome.

Service Depot: Drains 15 Power. Costs $30. +5% bonus for vehicles fighting around Depot.

Technology Center: Drains 100 Power. Costs $130. Unlocks advanced units and buildings. Requires Radar Dome.

Gap Generator: Drains 120 Power. Costs $150. 10% bonus to defenders in territory. Makes territory immune to Spy Planes.


Construction Buildings
Spoiler :

Barracks: Requires 20 Power. Costs $30.

War Factory: Drains 30 Power. Costs $200.

Helipad: Drains 10 power. Costs $150.

Naval Yard: Drains 40 power. Costs $200.


Defense Buildings

Spoiler :
Sandbags: Costs $15. Gives defenders a 5% bonus against infantry.

Concrete Walls: Costs $45. Gives defenders a 15% bonus against all units save air units.

Pillbox: Costs $40. 10% bonus against infantry units.

Camo Pillbox: Costs $60. 15% bonus against infantry units.

AA Gun: Drains 50 Power. Costs $60. +10% bonus against aircraft. One free strike.

Turret: Drains 45 Power. Costs $60. +10% bonus against vehicles.

Chronosphere: 200 Power. Costs $250. Requires Tech Center Vehicles can attack anywhere, even if the territory doesn't border the coast. Can only be used for one battle per CS. Each use=5% chance of Chrono Vortex, which destroys all buildings in the territory of the CS.

Nuclear Missile Silo: Drains 500 Power. Costs $500. Allows player to launch one nuke per silo. Requires Tech Center. For an extra 250 power and $250, can be upgraded to Chrono Silo, which launches missiles that ignore the Iron Curtain effects.*

*Doesn't exist in canon AFAIK but needed for balance.


Infantry

Spoiler :
Rifle Infantry: Cost $10 each. Requires barracks.

Rocket Soldier: Cost $30 each. Requires barracks. 5% versus aircraft, structures, and vehicles.

Engineer: Costs $50 each. Requires barracks. When army takes a territory, each engineer sent takes control of one building.

Spy: Costs $50 each. Requires barracks/tech center. Can be sent to destroy an enemy building.

Thief: Costs $50 each. Requires Barracks/Tech Center. Just like a Spy, only they steal 100 credits from target.

Medic: Costs $80 each. Requires Barracks/Center Center. Unique unit. The unit has a free strike which brings back one of the units you lost during the combat round.

Field Mechanic: Costs $95 each. Requires Barracks/Trade Center. Same as medic only with vehicles.

Tanya Adams: Costs $120 each. Requires Barracks/Trade Center. Only one can exist at a time. This unit can be sent to destroy two buildings in target's territory with a 75% chance of success. If the unit fails the success check, it engages in combat with a defensive unit and this continues until Tanya "escapes". 30% bonus against infantry.


Vehicles

Spoiler :
Ranger: Costs $60. Requires WF. 5% bonus against infantry.

Light Tank: Costs $75 each. Requires WF. 5% bonus against vehicles and structures.

Medium Tank: Costs $80 each. Requires WF. 10% bonus against vehicles and structures.

Anti-Tank Minelayer. Costs $80 each. Requires WF. +15% bonus against vehicles. One free strike.

Demotruck: Costs $200 each. Requires WF/Tech Center. Can clear territory of buildings and kill defenders. Penalty against all units. If it loses a combat round, it does no damage to enemy.

Artillery: Costs $60 each. Requires WF. 15% bonus against infantry and vehicles. 5% against structures.

Armored Personal Carrier: Costs $50 each. Requires WF. One free strike per Rifle Infantry.

Radar Jammer: Costs $100. Requires WF/Tech Center. Disables enemy Radar Dome influence.

Chrono Tank: Costs $220 each. Requires WF/Tech Center/Chronosphere. Can attack anywhere on map. +10% against everything.

Mobile Gap Generator: Costs $60 each. Requires WF/Tech Center. +5% bonus to allied troops attacking or defending with one. Effects do not stack.

Phase Transport: Costs $200 each. Requires WF/Tech Center. 5% bonus versus infantry. One free strike per Rifle Infantry attacking with it.


Aircraft

Spoiler :
Longbow Helicopter: Costs $120 each. Requires Helipad. +15% bonus against vehicles.


Vessels

Spoiler :
Gunboats: Cost $50 each. Can engage submarines.

Destroyers: Costs $100 each. +15% bonus against submarines. +5% bonus against aircraft.

Cruisers: Costs $200 each. Two free strikes against any unit. 25% bonus against structures, 20% bonus against infantry, 15% against vehicles. 10% against other surface craft.
 
I have no idea how big you wanted anything, so I just randomly drew stuff.

iIsMS.gif
 
What's all the black?
 
Back
Top Bottom